2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 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)"};
119 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"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
165 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"};
167 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"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 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)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 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)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 " float sobel = 1.0;\n"
698 " // vec2 ts = textureSize(Texture_First, 0);\n"
699 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 " vec2 px = PixelSize;\n"
701 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
703 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
706 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
709 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
712 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
731 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#ifdef USESATURATION\n"
736 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#ifdef USEGAMMARAMPS\n"
743 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
749 "#else // !MODE_POSTPROCESS\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
761 "#ifdef VERTEX_SHADER\n"
764 " gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#ifdef USESPECULAR\n"
769 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
785 " gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#ifdef USESPECULAR\n"
791 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 " gl_FragColor *= tex2;\n"
796 " gl_FragColor += tex2;\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
804 "#else // !MODE_GENERIC\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
814 " gl_FrontColor = gl_Color;\n"
815 " TexCoord = gl_MultiTexCoord0.xy;\n"
816 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
827 " vec2 tc = TexCoord;\n"
828 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 " tc += BloomBlur_Parameters.xy;\n"
830 " for (i = 1;i < SAMPLES;i++)\n"
832 " color += texture2D(Texture_First, tc).rgb;\n"
833 " tc += BloomBlur_Parameters.xy;\n"
835 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
847 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 " ModelViewProjectionPosition = gl_Position;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 " // FIXME temporary hack to detect the case that the reflection\n"
873 " // gets blackened at edges due to leaving the area that contains actual\n"
875 " // Remove this 'ack once we have a better way to stop this thing from\n"
877 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "#else // !MODE_REFRACTION\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
900 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 " ModelViewProjectionPosition = gl_Position;\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
925 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 " // FIXME temporary hack to detect the case that the reflection\n"
931 " // gets blackened at edges due to leaving the area that contains actual\n"
933 " // Remove this 'ack once we have a better way to stop this thing from\n"
935 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "#else // !MODE_WATER\n"
954 "// common definitions between vertex shader and fragment shader:\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
1000 "uniform vec4 FogPlane;\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1010 "// 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"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1019 "uniform sampler2D Texture_Glow;\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 " fogfrac = fogheightpixel.a;\n"
1074 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 " // 14 sample relief mapping: linear search and then binary search\n"
1092 " // this basically steps forward a small amount repeatedly until it finds\n"
1093 " // itself inside solid, then jitters forward and back using decreasing\n"
1094 " // amounts to find the impact\n"
1095 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 RT = vec3(TexCoord, 1);\n"
1099 " OffsetVector *= 0.1;\n"
1100 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 " // this basically moves forward the full distance, and then backs up based\n"
1118 " // on height of samples\n"
1119 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " TexCoord += OffsetVector;\n"
1123 " OffsetVector *= 0.333;\n"
1124 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " return TexCoord;\n"
1130 "#endif // USEOFFSETMAPPING\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 " vec3 adir = abs(dir);\n"
1188 " float ma = adir.z;\n"
1189 " vec4 proj = vec4(dir, 2.5);\n"
1190 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 " 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"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 " vec3 adir = abs(dir);\n"
1203 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1210 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "# ifdef USESHADOWSAMPLER\n"
1214 "# ifdef USESHADOWMAPPCF\n"
1215 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 " 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"
1218 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1223 "# ifdef USESHADOWMAPPCF\n"
1224 "# if USESHADOWMAPPCF > 1\n"
1225 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 " 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"
1228 " 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"
1229 " 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"
1230 " 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"
1231 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 " vec2 offset = fract(shadowmaptc.xy);\n"
1236 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1238 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1239 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1247 "# ifdef USESHADOWMAPORTHO\n"
1248 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1258 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "# ifdef USESHADOWSAMPLER\n"
1262 "# ifdef USESHADOWMAPPCF\n"
1263 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1264 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 " 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"
1267 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "# ifdef USESHADOWMAPPCF\n"
1271 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "# ifdef GL_ARB_texture_gather\n"
1273 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "# if USESHADOWMAPPCF > 1\n"
1279 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1283 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1284 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1285 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1286 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1287 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1288 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 " locols.yz += group2.ab;\n"
1291 " hicols.yz += group8.rg;\n"
1292 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 " mix(locols, hicols, offset.y);\n"
1295 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 " f = dot(cols, vec4(1.0/25.0));\n"
1299 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1302 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1303 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "# ifdef GL_EXT_gpu_shader4\n"
1309 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1313 "# if USESHADOWMAPPCF > 1\n"
1314 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 " center *= ShadowMap_TextureScale;\n"
1316 " 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"
1317 " 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"
1318 " 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"
1319 " 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"
1320 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1326 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1327 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1332 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "# ifdef USESHADOWMAPORTHO\n"
1336 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1346 " // apply depth texture cubemap as light filter\n"
1347 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "# ifdef USESHADOWSAMPLER\n"
1350 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1372 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " gl_FrontColor = gl_Color;\n"
1375 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 " // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "#endif // VERTEX_SHADER\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 " // apply offsetmapping\n"
1398 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1402 "#ifdef USEALPHAKILL\n"
1403 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1435 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "#endif // VERTEX_SHADER\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 " // calculate viewspace pixel position\n"
1454 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 " // decode viewspace pixel normal\n"
1459 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 " // surfacenormal = pixel normal in viewspace\n"
1462 " // LightVector = pixel to light in viewspace\n"
1463 " // CubeVector = position in lightspace\n"
1464 " // eyevector = pixel to view in viewspace\n"
1465 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 " // calculate diffuse shading\n"
1469 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#ifdef USESPECULAR\n"
1473 " // calculate directional shading\n"
1474 " vec3 eyevector = position * -1.0;\n"
1475 "# ifdef USEEXACTSPECULARMATH\n"
1476 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 " fade *= ShadowMapCompare(CubeVector);\n"
1487 "#ifdef USEDIFFUSE\n"
1488 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#ifdef USESPECULAR\n"
1493 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "# ifdef USECUBEFILTER\n"
1499 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 " gl_FragData[0].rgb *= cubecolor;\n"
1501 " gl_FragData[1].rgb *= cubecolor;\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 " gl_FrontColor = gl_Color;\n"
1526 " // copy the surface texcoord\n"
1527 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#ifdef USELIGHTMAP\n"
1532 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 " // transform vertex position into light attenuation/cubemap space\n"
1537 " // (-1 to +1 across the light box)\n"
1538 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "# ifdef USEDIFFUSE\n"
1541 " // transform unnormalized light direction into tangent space\n"
1542 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 " // normalize it per pixel)\n"
1544 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 " // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1566 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 " VectorS = gl_MultiTexCoord1.xyz;\n"
1572 " VectorT = gl_MultiTexCoord2.xyz;\n"
1573 " VectorR = gl_MultiTexCoord3.xyz;\n"
1576 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#ifdef USEREFLECTION\n"
1584 " ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif // VERTEX_SHADER\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1603 "uniform myhalf3 Color_Glow;\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 " // apply offsetmapping\n"
1627 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1631 " // combine the diffuse textures (base, pants, shirt)\n"
1632 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 " if (color.a < 0.5)\n"
1637 " color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 " // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 " // get the material colors\n"
1658 " myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 " // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 " color.rgb = diffusetex * Color_Ambient;\n"
1695 " color.rgb *= LightColor;\n"
1696 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "# ifdef USECUBEFILTER\n"
1701 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#ifdef USEDIFFUSE\n"
1711 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 " // convert modelspace light vector to tangentspace\n"
1721 " myhalf3 lightnormal;\n"
1722 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 " color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1760 "# ifdef USEDIFFUSE\n"
1761 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "# ifdef USESPECULAR\n"
1763 "# ifdef USEEXACTSPECULARMATH\n"
1764 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 " color.rgb = diffusetex * Color_Ambient;\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1797 " color.rgb = FogVertex(color.rgb);\n"
1800 " // 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"
1801 "#ifdef USEREFLECTION\n"
1802 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 " // FIXME temporary hack to detect the case that the reflection\n"
1807 " // gets blackened at edges due to leaving the area that contains actual\n"
1809 " // Remove this 'ack once we have a better way to stop this thing from\n"
1811 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 " gl_FragColor = vec4(color);\n"
1821 "#endif // FRAGMENT_SHADER\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1835 =========================================================================================================================================================
1839 =========================================================================================================================================================
1843 =========================================================================================================================================================
1847 =========================================================================================================================================================
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1895 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1913 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1925 " gl_FragColor = gl_FrontColor;\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1935 "#ifdef VERTEX_SHADER\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1947 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1962 "uniform sampler2D Texture_Second,\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1982 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#ifdef USEVIEWTINT\n"
1987 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// 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"
1993 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1998 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#ifdef USESATURATION\n"
2002 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2015 "#else // !MODE_POSTPROCESS\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2035 " gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#ifdef USESPECULAR\n"
2040 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2059 "out float4 gl_FragColor : COLOR\n"
2062 " gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#ifdef USESPECULAR\n"
2068 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 " gl_FragColor *= tex2;\n"
2073 " gl_FragColor += tex2;\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2081 "#else // !MODE_GENERIC\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2097 " TexCoord = gl_MultiTexCoord0.xy;\n"
2098 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2113 " float2 tc = TexCoord;\n"
2114 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 " tc += BloomBlur_Parameters.xy;\n"
2116 " for (i = 1;i < SAMPLES;i++)\n"
2118 " color += tex2D(Texture_First, tc).rgb;\n"
2119 " tc += BloomBlur_Parameters.xy;\n"
2121 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 " ModelViewProjectionPosition = gl_Position;\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2162 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 " // FIXME temporary hack to detect the case that the reflection\n"
2167 " // gets blackened at edges due to leaving the area that contains actual\n"
2169 " // Remove this 'ack once we have a better way to stop this thing from\n"
2171 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "#else // !MODE_REFRACTION\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 " ModelViewProjectionPosition = gl_Position;\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2229 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 " // FIXME temporary hack to detect the case that the reflection\n"
2234 " // gets blackened at edges due to leaving the area that contains actual\n"
2236 " // Remove this 'ack once we have a better way to stop this thing from\n"
2238 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "#else // !MODE_WATER\n"
2257 "// 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"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 " fogfrac = fogheightpixel.a;\n"
2269 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 " // 14 sample relief mapping: linear search and then binary search\n"
2286 " // this basically steps forward a small amount repeatedly until it finds\n"
2287 " // itself inside solid, then jitters forward and back using decreasing\n"
2288 " // amounts to find the impact\n"
2289 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 RT = float3(TexCoord, 1);\n"
2293 " OffsetVector *= 0.1;\n"
2294 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 " // this basically moves forward the full distance, and then backs up based\n"
2312 " // on height of samples\n"
2313 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " TexCoord += OffsetVector;\n"
2317 " OffsetVector *= 0.333;\n"
2318 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " return TexCoord;\n"
2324 "#endif // USEOFFSETMAPPING\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 " float3 adir = abs(dir);\n"
2335 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 " float3 adir = abs(dir);\n"
2343 " float ma = adir.z;\n"
2344 " float4 proj = float4(dir, 2.5);\n"
2345 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 " 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"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 " float3 adir = abs(dir);\n"
2358 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "# ifdef USESHADOWSAMPLER\n"
2377 "# ifdef USESHADOWMAPPCF\n"
2378 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 " 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"
2381 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2386 "# ifdef USESHADOWMAPPCF\n"
2387 "# if USESHADOWMAPPCF > 1\n"
2388 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 " 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"
2391 " 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"
2392 " 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"
2393 " 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"
2394 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 " float2 offset = frac(shadowmaptc.xy);\n"
2399 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2401 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2402 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2410 "# ifdef USESHADOWMAPORTHO\n"
2411 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2432 "# ifdef USESHADOWSAMPLER\n"
2433 "# ifdef USESHADOWMAPPCF\n"
2434 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2435 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 " 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"
2438 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "# ifdef USESHADOWMAPPCF\n"
2442 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "# ifdef GL_ARB_texture_gather\n"
2444 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 " center *= ShadowMap_TextureScale;\n"
2450 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2453 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2454 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2459 "# if USESHADOWMAPPCF > 1\n"
2460 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 " center *= ShadowMap_TextureScale;\n"
2462 " 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"
2463 " 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"
2464 " 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"
2465 " 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"
2466 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2472 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2473 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2478 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "# ifdef USESHADOWMAPORTHO\n"
2482 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 " // apply depth texture cubemap as light filter\n"
2493 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 " gl_FrontColor = gl_Color;\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2586 " float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 " // apply offsetmapping\n"
2589 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2593 "#ifdef USEALPHAKILL\n"
2594 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "#endif // VERTEX_SHADER\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2697 " // calculate viewspace pixel position\n"
2698 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 " float3 position;\n"
2701 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 " // decode viewspace pixel normal\n"
2704 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 " // surfacenormal = pixel normal in viewspace\n"
2707 " // LightVector = pixel to light in viewspace\n"
2708 " // CubeVector = position in lightspace\n"
2709 " // eyevector = pixel to view in viewspace\n"
2710 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 " // calculate diffuse shading\n"
2714 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#ifdef USESPECULAR\n"
2718 " // calculate directional shading\n"
2719 " float3 eyevector = position * -1.0;\n"
2720 "# ifdef USEEXACTSPECULARMATH\n"
2721 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 " fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2746 "#ifdef USEDIFFUSE\n"
2747 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#ifdef USESPECULAR\n"
2752 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "# ifdef USECUBEFILTER\n"
2758 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 " gl_FragData0.rgb *= cubecolor;\n"
2760 " gl_FragData1.rgb *= cubecolor;\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2769 "#ifdef VERTEX_SHADER\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "out float4 gl_Position : POSITION\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 " gl_FrontColor = gl_Color;\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2949 "uniform sampler2D Texture_Glow,\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3013 "uniform half3 Color_Glow,\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "out float4 gl_FragColor : COLOR\n"
3078 " float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 " // apply offsetmapping\n"
3084 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3088 " // combine the diffuse textures (base, pants, shirt)\n"
3089 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 " if (color.a < 0.5)\n"
3094 " color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 " // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 " // get the material colors\n"
3115 " half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 " // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 " half3 lightnormal = half3(normalize(LightVector));\n"
3138 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 " color.rgb = diffusetex * Color_Ambient;\n"
3152 " color.rgb *= LightColor;\n"
3153 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3172 "# ifdef USECUBEFILTER\n"
3173 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#ifdef USEDIFFUSE\n"
3183 " half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 " // convert modelspace light vector to tangentspace\n"
3193 " half3 lightnormal;\n"
3194 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 " color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3232 "# ifdef USEDIFFUSE\n"
3233 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "# ifdef USESPECULAR\n"
3235 "# ifdef USEEXACTSPECULARMATH\n"
3236 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 " color.rgb = diffusetex * Color_Ambient;\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3276 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 " // 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"
3280 "#ifdef USEREFLECTION\n"
3281 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 " // FIXME temporary hack to detect the case that the reflection\n"
3286 " // gets blackened at edges due to leaving the area that contains actual\n"
3288 " // Remove this 'ack once we have a better way to stop this thing from\n"
3290 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 " gl_FragColor = float4(color);\n"
3300 "#endif // FRAGMENT_SHADER\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3316 //=======================================================================================================================================================
3318 typedef struct shaderpermutationinfo_s
3320 const char *pretext;
3323 shaderpermutationinfo_t;
3325 typedef struct shadermodeinfo_s
3327 const char *vertexfilename;
3328 const char *geometryfilename;
3329 const char *fragmentfilename;
3330 const char *pretext;
3335 typedef enum shaderpermutation_e
3337 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 shaderpermutation_t;
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {"#define USEDIFFUSE\n", " diffuse"},
3375 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376 {"#define USEVIEWTINT\n", " viewtint"},
3377 {"#define USECOLORMAPPING\n", " colormapping"},
3378 {"#define USESATURATION\n", " saturation"},
3379 {"#define USEFOGINSIDE\n", " foginside"},
3380 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382 {"#define USEGAMMARAMPS\n", " gammaramps"},
3383 {"#define USECUBEFILTER\n", " cubefilter"},
3384 {"#define USEGLOW\n", " glow"},
3385 {"#define USEBLOOM\n", " bloom"},
3386 {"#define USESPECULAR\n", " specular"},
3387 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389 {"#define USEREFLECTION\n", " reflection"},
3390 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401 {"#define USEALPHAKILL\n", " alphakill"},
3402 {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3408 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3471 /// hash lookup data
3472 struct r_glsl_permutation_s *hashnext;
3474 unsigned int permutation;
3476 /// indicates if we have tried compiling this permutation already
3478 /// 0 if compilation failed
3480 /// locations of detected uniforms in program object, or -1 if not found
3481 int loc_Texture_First;
3482 int loc_Texture_Second;
3483 int loc_Texture_GammaRamps;
3484 int loc_Texture_Normal;
3485 int loc_Texture_Color;
3486 int loc_Texture_Gloss;
3487 int loc_Texture_Glow;
3488 int loc_Texture_SecondaryNormal;
3489 int loc_Texture_SecondaryColor;
3490 int loc_Texture_SecondaryGloss;
3491 int loc_Texture_SecondaryGlow;
3492 int loc_Texture_Pants;
3493 int loc_Texture_Shirt;
3494 int loc_Texture_FogHeightTexture;
3495 int loc_Texture_FogMask;
3496 int loc_Texture_Lightmap;
3497 int loc_Texture_Deluxemap;
3498 int loc_Texture_Attenuation;
3499 int loc_Texture_Cube;
3500 int loc_Texture_Refraction;
3501 int loc_Texture_Reflection;
3502 int loc_Texture_ShadowMapRect;
3503 int loc_Texture_ShadowMapCube;
3504 int loc_Texture_ShadowMap2D;
3505 int loc_Texture_CubeProjection;
3506 int loc_Texture_ScreenDepth;
3507 int loc_Texture_ScreenNormalMap;
3508 int loc_Texture_ScreenDiffuse;
3509 int loc_Texture_ScreenSpecular;
3510 int loc_Texture_ReflectMask;
3511 int loc_Texture_ReflectCube;
3513 int loc_BloomBlur_Parameters;
3515 int loc_Color_Ambient;
3516 int loc_Color_Diffuse;
3517 int loc_Color_Specular;
3519 int loc_Color_Pants;
3520 int loc_Color_Shirt;
3521 int loc_DeferredColor_Ambient;
3522 int loc_DeferredColor_Diffuse;
3523 int loc_DeferredColor_Specular;
3524 int loc_DeferredMod_Diffuse;
3525 int loc_DeferredMod_Specular;
3526 int loc_DistortScaleRefractReflect;
3527 int loc_EyePosition;
3529 int loc_FogHeightFade;
3531 int loc_FogPlaneViewDist;
3532 int loc_FogRangeRecip;
3535 int loc_LightPosition;
3536 int loc_OffsetMapping_Scale;
3538 int loc_ReflectColor;
3539 int loc_ReflectFactor;
3540 int loc_ReflectOffset;
3541 int loc_RefractColor;
3543 int loc_ScreenCenterRefractReflect;
3544 int loc_ScreenScaleRefractReflect;
3545 int loc_ScreenToDepth;
3546 int loc_ShadowMap_Parameters;
3547 int loc_ShadowMap_TextureScale;
3548 int loc_SpecularPower;
3553 int loc_ViewTintColor;
3554 int loc_ViewToLight;
3555 int loc_ModelToLight;
3557 int loc_BackgroundTexMatrix;
3558 int loc_ModelViewProjectionMatrix;
3559 int loc_ModelViewMatrix;
3560 int loc_PixelToScreenTexCoord;
3561 int loc_ModelToReflectCube;
3562 int loc_ShadowMapMatrix;
3564 r_glsl_permutation_t;
3566 #define SHADERPERMUTATION_HASHSIZE 256
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 //unsigned int hashdepth = 0;
3578 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579 r_glsl_permutation_t *p;
3580 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582 if (p->mode == mode && p->permutation == permutation)
3584 //if (hashdepth > 10)
3585 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3590 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592 p->permutation = permutation;
3593 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594 r_glsl_permutationhash[mode][hashindex] = p;
3595 //if (hashdepth > 10)
3596 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 if (!filename || !filename[0])
3605 if (!strcmp(filename, "glsl/default.glsl"))
3607 if (!glslshaderstring)
3609 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610 if (glslshaderstring)
3611 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613 glslshaderstring = (char *)builtinshaderstring;
3615 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617 return shaderstring;
3619 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622 if (printfromdisknotice)
3623 Con_DPrintf("from disk %s... ", filename);
3624 return shaderstring;
3626 return shaderstring;
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633 int vertstrings_count = 0;
3634 int geomstrings_count = 0;
3635 int fragstrings_count = 0;
3636 char *vertexstring, *geometrystring, *fragmentstring;
3637 const char *vertstrings_list[32+3];
3638 const char *geomstrings_list[32+3];
3639 const char *fragstrings_list[32+3];
3640 char permutationname[256];
3647 permutationname[0] = 0;
3648 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654 // the first pretext is which type of shader to compile as
3655 // (later these will all be bound together as a program object)
3656 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660 // the second pretext is the mode (for example a light source)
3661 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666 // now add all the permutation pretexts
3667 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669 if (permutation & (1<<i))
3671 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3678 // keep line numbers correct
3679 vertstrings_list[vertstrings_count++] = "\n";
3680 geomstrings_list[geomstrings_count++] = "\n";
3681 fragstrings_list[fragstrings_count++] = "\n";
3685 // now append the shader text itself
3686 vertstrings_list[vertstrings_count++] = vertexstring;
3687 geomstrings_list[geomstrings_count++] = geometrystring;
3688 fragstrings_list[fragstrings_count++] = fragmentstring;
3690 // if any sources were NULL, clear the respective list
3692 vertstrings_count = 0;
3693 if (!geometrystring)
3694 geomstrings_count = 0;
3695 if (!fragmentstring)
3696 fragstrings_count = 0;
3698 // compile the shader program
3699 if (vertstrings_count + geomstrings_count + fragstrings_count)
3700 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3704 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705 // look up all the uniform variable names we care about, so we don't
3706 // have to look them up every time we set them
3708 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3709 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3710 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3713 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3740 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3742 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3745 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3746 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3747 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3755 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3756 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3758 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3761 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3762 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3763 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3765 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3766 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3769 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3770 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3776 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3777 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3778 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3779 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3780 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3782 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3783 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3784 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3790 // initialize the samplers to refer to the texture units we use
3791 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3792 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3793 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3794 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3795 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3796 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3797 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3798 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3802 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3803 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3804 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3806 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3807 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3808 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3809 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3810 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3811 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3812 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3814 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3817 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3819 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3821 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3823 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3830 Mem_Free(vertexstring);
3832 Mem_Free(geometrystring);
3834 Mem_Free(fragmentstring);
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840 if (r_glsl_permutation != perm)
3842 r_glsl_permutation = perm;
3843 if (!r_glsl_permutation->program)
3845 if (!r_glsl_permutation->compiled)
3846 R_GLSL_CompilePermutation(perm, mode, permutation);
3847 if (!r_glsl_permutation->program)
3849 // remove features until we find a valid permutation
3851 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853 // reduce i more quickly whenever it would not remove any bits
3854 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855 if (!(permutation & j))
3858 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859 if (!r_glsl_permutation->compiled)
3860 R_GLSL_CompilePermutation(perm, mode, permutation);
3861 if (r_glsl_permutation->program)
3864 if (i >= SHADERPERMUTATION_COUNT)
3866 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868 qglUseProgramObjectARB(0);CHECKGLERROR
3869 return; // no bit left to clear, entire mode is broken
3874 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3886 /// hash lookup data
3887 struct r_cg_permutation_s *hashnext;
3889 unsigned int permutation;
3891 /// indicates if we have tried compiling this permutation already
3893 /// 0 if compilation failed
3896 /// locations of detected parameters in programs, or NULL if not found
3897 CGparameter vp_EyePosition;
3898 CGparameter vp_FogPlane;
3899 CGparameter vp_LightDir;
3900 CGparameter vp_LightPosition;
3901 CGparameter vp_ModelToLight;
3902 CGparameter vp_TexMatrix;
3903 CGparameter vp_BackgroundTexMatrix;
3904 CGparameter vp_ModelViewProjectionMatrix;
3905 CGparameter vp_ModelViewMatrix;
3906 CGparameter vp_ShadowMapMatrix;
3908 CGparameter fp_Texture_First;
3909 CGparameter fp_Texture_Second;
3910 CGparameter fp_Texture_GammaRamps;
3911 CGparameter fp_Texture_Normal;
3912 CGparameter fp_Texture_Color;
3913 CGparameter fp_Texture_Gloss;
3914 CGparameter fp_Texture_Glow;
3915 CGparameter fp_Texture_SecondaryNormal;
3916 CGparameter fp_Texture_SecondaryColor;
3917 CGparameter fp_Texture_SecondaryGloss;
3918 CGparameter fp_Texture_SecondaryGlow;
3919 CGparameter fp_Texture_Pants;
3920 CGparameter fp_Texture_Shirt;
3921 CGparameter fp_Texture_FogHeightTexture;
3922 CGparameter fp_Texture_FogMask;
3923 CGparameter fp_Texture_Lightmap;
3924 CGparameter fp_Texture_Deluxemap;
3925 CGparameter fp_Texture_Attenuation;
3926 CGparameter fp_Texture_Cube;
3927 CGparameter fp_Texture_Refraction;
3928 CGparameter fp_Texture_Reflection;
3929 CGparameter fp_Texture_ShadowMapRect;
3930 CGparameter fp_Texture_ShadowMapCube;
3931 CGparameter fp_Texture_ShadowMap2D;
3932 CGparameter fp_Texture_CubeProjection;
3933 CGparameter fp_Texture_ScreenDepth;
3934 CGparameter fp_Texture_ScreenNormalMap;
3935 CGparameter fp_Texture_ScreenDiffuse;
3936 CGparameter fp_Texture_ScreenSpecular;
3937 CGparameter fp_Texture_ReflectMask;
3938 CGparameter fp_Texture_ReflectCube;
3939 CGparameter fp_Alpha;
3940 CGparameter fp_BloomBlur_Parameters;
3941 CGparameter fp_ClientTime;
3942 CGparameter fp_Color_Ambient;
3943 CGparameter fp_Color_Diffuse;
3944 CGparameter fp_Color_Specular;
3945 CGparameter fp_Color_Glow;
3946 CGparameter fp_Color_Pants;
3947 CGparameter fp_Color_Shirt;
3948 CGparameter fp_DeferredColor_Ambient;
3949 CGparameter fp_DeferredColor_Diffuse;
3950 CGparameter fp_DeferredColor_Specular;
3951 CGparameter fp_DeferredMod_Diffuse;
3952 CGparameter fp_DeferredMod_Specular;
3953 CGparameter fp_DistortScaleRefractReflect;
3954 CGparameter fp_EyePosition;
3955 CGparameter fp_FogColor;
3956 CGparameter fp_FogHeightFade;
3957 CGparameter fp_FogPlane;
3958 CGparameter fp_FogPlaneViewDist;
3959 CGparameter fp_FogRangeRecip;
3960 CGparameter fp_LightColor;
3961 CGparameter fp_LightDir;
3962 CGparameter fp_LightPosition;
3963 CGparameter fp_OffsetMapping_Scale;
3964 CGparameter fp_PixelSize;
3965 CGparameter fp_ReflectColor;
3966 CGparameter fp_ReflectFactor;
3967 CGparameter fp_ReflectOffset;
3968 CGparameter fp_RefractColor;
3969 CGparameter fp_Saturation;
3970 CGparameter fp_ScreenCenterRefractReflect;
3971 CGparameter fp_ScreenScaleRefractReflect;
3972 CGparameter fp_ScreenToDepth;
3973 CGparameter fp_ShadowMap_Parameters;
3974 CGparameter fp_ShadowMap_TextureScale;
3975 CGparameter fp_SpecularPower;
3976 CGparameter fp_UserVec1;
3977 CGparameter fp_UserVec2;
3978 CGparameter fp_UserVec3;
3979 CGparameter fp_UserVec4;
3980 CGparameter fp_ViewTintColor;
3981 CGparameter fp_ViewToLight;
3982 CGparameter fp_PixelToScreenTexCoord;
3983 CGparameter fp_ModelToReflectCube;
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3994 #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));}}
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 //unsigned int hashdepth = 0;
3999 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000 r_cg_permutation_t *p;
4001 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003 if (p->mode == mode && p->permutation == permutation)
4005 //if (hashdepth > 10)
4006 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4011 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013 p->permutation = permutation;
4014 p->hashnext = r_cg_permutationhash[mode][hashindex];
4015 r_cg_permutationhash[mode][hashindex] = p;
4016 //if (hashdepth > 10)
4017 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 if (!filename || !filename[0])
4026 if (!strcmp(filename, "cg/default.cg"))
4028 if (!cgshaderstring)
4030 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034 cgshaderstring = (char *)builtincgshaderstring;
4036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038 return shaderstring;
4040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043 if (printfromdisknotice)
4044 Con_DPrintf("from disk %s... ", filename);
4045 return shaderstring;
4047 return shaderstring;
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 // TODO: load or create .fp and .vp shader files
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059 int vertstrings_count = 0, vertstring_length = 0;
4060 int geomstrings_count = 0, geomstring_length = 0;
4061 int fragstrings_count = 0, fragstring_length = 0;
4063 char *vertexstring, *geometrystring, *fragmentstring;
4064 char *vertstring, *geomstring, *fragstring;
4065 const char *vertstrings_list[32+3];
4066 const char *geomstrings_list[32+3];
4067 const char *fragstrings_list[32+3];
4068 char permutationname[256];
4069 char cachename[256];
4070 CGprofile vertexProfile;
4071 CGprofile fragmentProfile;
4079 permutationname[0] = 0;
4081 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4082 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086 strlcat(cachename, "cg/", sizeof(cachename));
4088 // the first pretext is which type of shader to compile as
4089 // (later these will all be bound together as a program object)
4090 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094 // the second pretext is the mode (for example a light source)
4095 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099 strlcat(cachename, modeinfo->name, sizeof(cachename));
4101 // now add all the permutation pretexts
4102 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104 if (permutation & (1<<i))
4106 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4114 // keep line numbers correct
4115 vertstrings_list[vertstrings_count++] = "\n";
4116 geomstrings_list[geomstrings_count++] = "\n";
4117 fragstrings_list[fragstrings_count++] = "\n";
4121 // replace spaces in the cachename with _ characters
4122 for (i = 0;cachename[i];i++)
4123 if (cachename[i] == ' ')
4126 // now append the shader text itself
4127 vertstrings_list[vertstrings_count++] = vertexstring;
4128 geomstrings_list[geomstrings_count++] = geometrystring;
4129 fragstrings_list[fragstrings_count++] = fragmentstring;
4131 // if any sources were NULL, clear the respective list
4133 vertstrings_count = 0;
4134 if (!geometrystring)
4135 geomstrings_count = 0;
4136 if (!fragmentstring)
4137 fragstrings_count = 0;
4139 vertstring_length = 0;
4140 for (i = 0;i < vertstrings_count;i++)
4141 vertstring_length += strlen(vertstrings_list[i]);
4142 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146 geomstring_length = 0;
4147 for (i = 0;i < geomstrings_count;i++)
4148 geomstring_length += strlen(geomstrings_list[i]);
4149 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153 fragstring_length = 0;
4154 for (i = 0;i < fragstrings_count;i++)
4155 fragstring_length += strlen(fragstrings_list[i]);
4156 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4162 //vertexProfile = CG_PROFILE_ARBVP1;
4163 //fragmentProfile = CG_PROFILE_ARBFP1;
4164 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171 // try to load the cached shader, or generate one
4172 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174 // if caching failed, do a dynamic compile for now
4176 if (vertstring[0] && !p->vprogram)
4177 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179 if (fragstring[0] && !p->fprogram)
4180 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183 // look up all the uniform variable names we care about, so we don't
4184 // have to look them up every time we set them
4188 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4191 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4192 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4193 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4194 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4208 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4239 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4241 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4254 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4255 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4257 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4260 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4261 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4262 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4264 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4268 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4269 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4276 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4277 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4278 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4279 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4286 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4293 Mem_Free(vertstring);
4295 Mem_Free(geomstring);
4297 Mem_Free(fragstring);
4299 Mem_Free(vertexstring);
4301 Mem_Free(geometrystring);
4303 Mem_Free(fragmentstring);
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311 if (r_cg_permutation != perm)
4313 r_cg_permutation = perm;
4314 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316 if (!r_cg_permutation->compiled)
4317 R_CG_CompilePermutation(perm, mode, permutation);
4318 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320 // remove features until we find a valid permutation
4322 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324 // reduce i more quickly whenever it would not remove any bits
4325 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326 if (!(permutation & j))
4329 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330 if (!r_cg_permutation->compiled)
4331 R_CG_CompilePermutation(perm, mode, permutation);
4332 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335 if (i >= SHADERPERMUTATION_COUNT)
4337 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339 return; // no bit left to clear, entire mode is broken
4345 if (r_cg_permutation->vprogram)
4347 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4353 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 if (r_cg_permutation->fprogram)
4358 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4364 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 cgGLSetTextureParameter(param, R_GetTexture(tex));
4377 cgGLEnableTextureParameter(param);
4381 void R_GLSL_Restart_f(void)
4383 unsigned int i, limit;
4384 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385 Mem_Free(glslshaderstring);
4386 glslshaderstring = NULL;
4387 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388 Mem_Free(cgshaderstring);
4389 cgshaderstring = NULL;
4390 switch(vid.renderpath)
4392 case RENDERPATH_GL20:
4394 r_glsl_permutation_t *p;
4395 r_glsl_permutation = NULL;
4396 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397 for (i = 0;i < limit;i++)
4399 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401 GL_Backend_FreeProgram(p->program);
4402 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408 case RENDERPATH_CGGL:
4411 r_cg_permutation_t *p;
4412 r_cg_permutation = NULL;
4413 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418 for (i = 0;i < limit;i++)
4420 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423 cgDestroyProgram(p->vprogram);
4425 cgDestroyProgram(p->fprogram);
4426 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4433 case RENDERPATH_GL13:
4434 case RENDERPATH_GL11:
4439 void R_GLSL_DumpShader_f(void)
4444 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447 FS_Print(file, "/* The engine may define the following macros:\n");
4448 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449 for (i = 0;i < SHADERMODE_COUNT;i++)
4450 FS_Print(file, glslshadermodeinfo[i].pretext);
4451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452 FS_Print(file, shaderpermutationinfo[i].pretext);
4453 FS_Print(file, "*/\n");
4454 FS_Print(file, builtinshaderstring);
4456 Con_Printf("glsl/default.glsl written\n");
4459 Con_Printf("failed to write to glsl/default.glsl\n");
4462 file = FS_OpenRealFile("cg/default.cg", "w", false);
4465 FS_Print(file, "/* The engine may define the following macros:\n");
4466 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467 for (i = 0;i < SHADERMODE_COUNT;i++)
4468 FS_Print(file, cgshadermodeinfo[i].pretext);
4469 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470 FS_Print(file, shaderpermutationinfo[i].pretext);
4471 FS_Print(file, "*/\n");
4472 FS_Print(file, builtincgshaderstring);
4474 Con_Printf("cg/default.cg written\n");
4477 Con_Printf("failed to write to cg/default.cg\n");
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 texturemode = GL_MODULATE;
4485 switch (vid.renderpath)
4487 case RENDERPATH_GL20:
4488 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))));
4489 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492 case RENDERPATH_CGGL:
4495 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))));
4496 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 case RENDERPATH_GL13:
4501 R_Mesh_TexBind(0, first );
4502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503 R_Mesh_TexBind(1, second);
4505 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507 case RENDERPATH_GL11:
4508 R_Mesh_TexBind(0, first );
4513 void R_SetupShader_DepthOrShadow(void)
4515 switch (vid.renderpath)
4517 case RENDERPATH_GL20:
4518 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520 case RENDERPATH_CGGL:
4522 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 case RENDERPATH_GL13:
4526 R_Mesh_TexBind(0, 0);
4527 R_Mesh_TexBind(1, 0);
4529 case RENDERPATH_GL11:
4530 R_Mesh_TexBind(0, 0);
4535 void R_SetupShader_ShowDepth(void)
4537 switch (vid.renderpath)
4539 case RENDERPATH_GL20:
4540 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542 case RENDERPATH_CGGL:
4544 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 case RENDERPATH_GL13:
4549 case RENDERPATH_GL11:
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 GL_AlphaTest(false);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4605 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4607 if (r_glsl_offsetmapping.integer)
4609 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4615 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616 if (r_glsl_offsetmapping_reliefmapping.integer)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623 permutation |= SHADERPERMUTATION_ALPHAKILL;
4624 // normalmap (deferred prepass), may use alpha test on diffuse
4625 mode = SHADERMODE_DEFERREDGEOMETRY;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 GL_AlphaTest(false);
4629 GL_BlendFunc(GL_ONE, GL_ZERO);
4631 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4633 if (r_glsl_offsetmapping.integer)
4635 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4641 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642 if (r_glsl_offsetmapping_reliefmapping.integer)
4643 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4649 mode = SHADERMODE_LIGHTSOURCE;
4650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653 permutation |= SHADERPERMUTATION_CUBEFILTER;
4654 if (diffusescale > 0)
4655 permutation |= SHADERPERMUTATION_DIFFUSE;
4656 if (specularscale > 0)
4658 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659 if (r_shadow_glossexact.integer)
4660 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4662 if (r_refdef.fogenabled)
4663 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664 if (rsurface.texture->colormapping)
4665 permutation |= SHADERPERMUTATION_COLORMAPPING;
4666 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4668 if (r_shadow_usingshadowmaprect)
4669 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670 if (r_shadow_usingshadowmap2d)
4671 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672 if (r_shadow_usingshadowmapcube)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674 else if(r_shadow_shadowmapvsdct)
4675 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4677 if (r_shadow_shadowmapsampler)
4678 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679 if (r_shadow_shadowmappcf > 1)
4680 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681 else if (r_shadow_shadowmappcf)
4682 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4684 if (rsurface.texture->reflectmasktexture)
4685 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4689 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4691 if (r_glsl_offsetmapping.integer)
4693 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4699 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700 if (r_glsl_offsetmapping_reliefmapping.integer)
4701 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4704 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706 // unshaded geometry (fullbright or ambient model lighting)
4707 mode = SHADERMODE_FLATCOLOR;
4708 ambientscale = diffusescale = specularscale = 0;
4709 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710 permutation |= SHADERPERMUTATION_GLOW;
4711 if (r_refdef.fogenabled)
4712 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713 if (rsurface.texture->colormapping)
4714 permutation |= SHADERPERMUTATION_COLORMAPPING;
4715 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4717 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718 if (r_shadow_usingshadowmaprect)
4719 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720 if (r_shadow_usingshadowmap2d)
4721 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4723 if (r_shadow_shadowmapsampler)
4724 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725 if (r_shadow_shadowmappcf > 1)
4726 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727 else if (r_shadow_shadowmappcf)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4730 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731 permutation |= SHADERPERMUTATION_REFLECTION;
4732 if (rsurface.texture->reflectmasktexture)
4733 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4737 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4739 if (r_glsl_offsetmapping.integer)
4741 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4747 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748 if (r_glsl_offsetmapping_reliefmapping.integer)
4749 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754 // directional model lighting
4755 mode = SHADERMODE_LIGHTDIRECTION;
4756 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757 permutation |= SHADERPERMUTATION_GLOW;
4758 permutation |= SHADERPERMUTATION_DIFFUSE;
4759 if (specularscale > 0)
4761 permutation |= SHADERPERMUTATION_SPECULAR;
4762 if (r_shadow_glossexact.integer)
4763 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4765 if (r_refdef.fogenabled)
4766 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767 if (rsurface.texture->colormapping)
4768 permutation |= SHADERPERMUTATION_COLORMAPPING;
4769 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4771 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772 if (r_shadow_usingshadowmaprect)
4773 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774 if (r_shadow_usingshadowmap2d)
4775 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4777 if (r_shadow_shadowmapsampler)
4778 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779 if (r_shadow_shadowmappcf > 1)
4780 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781 else if (r_shadow_shadowmappcf)
4782 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785 permutation |= SHADERPERMUTATION_REFLECTION;
4786 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788 if (rsurface.texture->reflectmasktexture)
4789 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4793 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4795 if (r_glsl_offsetmapping.integer)
4797 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4803 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804 if (r_glsl_offsetmapping_reliefmapping.integer)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4808 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810 // ambient model lighting
4811 mode = SHADERMODE_LIGHTDIRECTION;
4812 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813 permutation |= SHADERPERMUTATION_GLOW;
4814 if (r_refdef.fogenabled)
4815 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816 if (rsurface.texture->colormapping)
4817 permutation |= SHADERPERMUTATION_COLORMAPPING;
4818 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4820 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821 if (r_shadow_usingshadowmaprect)
4822 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823 if (r_shadow_usingshadowmap2d)
4824 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4826 if (r_shadow_shadowmapsampler)
4827 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828 if (r_shadow_shadowmappcf > 1)
4829 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830 else if (r_shadow_shadowmappcf)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4833 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834 permutation |= SHADERPERMUTATION_REFLECTION;
4835 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837 if (rsurface.texture->reflectmasktexture)
4838 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4844 if (r_glsl_offsetmapping.integer)
4846 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4852 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853 if (r_glsl_offsetmapping_reliefmapping.integer)
4854 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4857 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4860 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861 permutation |= SHADERPERMUTATION_GLOW;
4862 if (r_refdef.fogenabled)
4863 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864 if (rsurface.texture->colormapping)
4865 permutation |= SHADERPERMUTATION_COLORMAPPING;
4866 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4868 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869 if (r_shadow_usingshadowmaprect)
4870 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871 if (r_shadow_usingshadowmap2d)
4872 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4874 if (r_shadow_shadowmapsampler)
4875 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876 if (r_shadow_shadowmappcf > 1)
4877 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878 else if (r_shadow_shadowmappcf)
4879 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4881 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882 permutation |= SHADERPERMUTATION_REFLECTION;
4883 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885 if (rsurface.texture->reflectmasktexture)
4886 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4889 // deluxemapping (light direction texture)
4890 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4893 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894 permutation |= SHADERPERMUTATION_DIFFUSE;
4895 if (specularscale > 0)
4897 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898 if (r_shadow_glossexact.integer)
4899 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4902 else if (r_glsl_deluxemapping.integer >= 2)
4904 // fake deluxemapping (uniform light direction in tangentspace)
4905 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906 permutation |= SHADERPERMUTATION_DIFFUSE;
4907 if (specularscale > 0)
4909 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910 if (r_shadow_glossexact.integer)
4911 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4914 else if (rsurface.uselightmaptexture)
4916 // ordinary lightmapping (q1bsp, q3bsp)
4917 mode = SHADERMODE_LIGHTMAP;
4921 // ordinary vertex coloring (q3bsp)
4922 mode = SHADERMODE_VERTEXCOLOR;
4924 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4927 switch(vid.renderpath)
4929 case RENDERPATH_GL20:
4930 if (gl_mesh_separatearrays.integer)
4932 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4943 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4946 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948 if (mode == SHADERMODE_LIGHTSOURCE)
4950 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953 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);
4954 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);
4955 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);
4957 // additive passes are only darkened by fog, not tinted
4958 if (r_glsl_permutation->loc_FogColor >= 0)
4959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4964 if (mode == SHADERMODE_FLATCOLOR)
4966 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4968 else if (mode == SHADERMODE_LIGHTDIRECTION)
4970 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]);
4971 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]);
4972 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);
4973 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);
4974 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);
4975 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]);
4976 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]);
4980 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]);
4981 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]);
4982 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);
4983 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);
4984 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);
4986 // additive passes are only darkened by fog, not tinted
4987 if (r_glsl_permutation->loc_FogColor >= 0)
4989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4992 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4994 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);
4995 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]);
4996 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]);
4997 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5003 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006 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]);
5007 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]);
5009 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012 if (r_glsl_permutation->loc_Color_Pants >= 0)
5014 if (rsurface.texture->pantstexture)
5015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5021 if (rsurface.texture->shirttexture)
5022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5026 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]);
5027 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031 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]);
5032 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5034 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5035 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5036 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5037 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5038 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5039 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5040 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5041 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5042 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5044 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5045 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5046 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5047 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5048 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5050 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5051 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5052 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5053 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5054 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5055 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5056 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5057 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5058 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5059 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5060 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5062 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5063 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5064 if (rsurface.rtlight)
5066 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5067 if (r_shadow_usingshadowmapcube)
5068 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5074 case RENDERPATH_CGGL:
5076 if (gl_mesh_separatearrays.integer)
5078 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5089 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5092 R_SetupShader_SetPermutationCG(mode, permutation);
5093 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094 if (mode == SHADERMODE_LIGHTSOURCE)
5096 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5101 if (mode == SHADERMODE_LIGHTDIRECTION)
5103 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
5106 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110 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
5113 if (mode == SHADERMODE_LIGHTSOURCE)
5115 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117 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
5118 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
5119 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
5121 // additive passes are only darkened by fog, not tinted
5122 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5127 if (mode == SHADERMODE_FLATCOLOR)
5129 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5131 else if (mode == SHADERMODE_LIGHTDIRECTION)
5133 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
5134 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
5135 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
5136 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
5137 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
5138 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
5139 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
5143 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
5144 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
5145 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
5146 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
5147 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
5149 // additive passes are only darkened by fog, not tinted
5150 if (r_cg_permutation->fp_FogColor)
5152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5155 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5158 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
5159 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
5160 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
5161 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5167 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
5168 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
5169 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172 if (r_cg_permutation->fp_Color_Pants)
5174 if (rsurface.texture->pantstexture)
5175 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5177 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5180 if (r_cg_permutation->fp_Color_Shirt)
5182 if (rsurface.texture->shirttexture)
5183 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5185 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5188 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
5189 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193 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
5194 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5196 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5197 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5198 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5199 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5210 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
5211 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5212 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5222 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5224 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5225 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5226 if (rsurface.rtlight)
5228 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5229 if (r_shadow_usingshadowmapcube)
5230 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5238 case RENDERPATH_GL13:
5239 case RENDERPATH_GL11:
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5246 // select a permutation of the lighting shader appropriate to this
5247 // combination of texture, entity, light source, and fogging, only use the
5248 // minimum features necessary to avoid wasting rendering time in the
5249 // fragment shader on features that are not being used
5250 unsigned int permutation = 0;
5251 unsigned int mode = 0;
5252 const float *lightcolorbase = rtlight->currentcolor;
5253 float ambientscale = rtlight->ambientscale;
5254 float diffusescale = rtlight->diffusescale;
5255 float specularscale = rtlight->specularscale;
5256 // this is the location of the light in view space
5257 vec3_t viewlightorigin;
5258 // this transforms from view space (camera) to light space (cubemap)
5259 matrix4x4_t viewtolight;
5260 matrix4x4_t lighttoview;
5261 float viewtolight16f[16];
5262 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5264 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265 if (rtlight->currentcubemap != r_texture_whitecube)
5266 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267 if (diffusescale > 0)
5268 permutation |= SHADERPERMUTATION_DIFFUSE;
5269 if (specularscale > 0)
5271 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272 if (r_shadow_glossexact.integer)
5273 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5275 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5277 if (r_shadow_usingshadowmaprect)
5278 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279 if (r_shadow_usingshadowmap2d)
5280 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281 if (r_shadow_usingshadowmapcube)
5282 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283 else if(r_shadow_shadowmapvsdct)
5284 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5286 if (r_shadow_shadowmapsampler)
5287 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288 if (r_shadow_shadowmappcf > 1)
5289 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290 else if (r_shadow_shadowmappcf)
5291 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5293 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297 switch(vid.renderpath)
5299 case RENDERPATH_GL20:
5300 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5303 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);
5304 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);
5305 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);
5306 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]);
5307 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]);
5308 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));
5309 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]);
5310 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5312 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5313 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5314 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5315 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5316 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5317 if (r_shadow_usingshadowmapcube)
5318 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5320 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5322 case RENDERPATH_CGGL:
5324 R_SetupShader_SetPermutationCG(mode, permutation);
5325 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327 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
5328 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
5329 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
5330 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
5331 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
5332 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
5333 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
5334 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5336 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5337 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5341 if (r_shadow_usingshadowmapcube)
5342 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5344 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5347 case RENDERPATH_GL13:
5348 case RENDERPATH_GL11:
5353 #define SKINFRAME_HASH 1024
5357 int loadsequence; // incremented each level change
5358 memexpandablearray_t array;
5359 skinframe_t *hash[SKINFRAME_HASH];
5362 r_skinframe_t r_skinframe;
5364 void R_SkinFrame_PrepareForPurge(void)
5366 r_skinframe.loadsequence++;
5367 // wrap it without hitting zero
5368 if (r_skinframe.loadsequence >= 200)
5369 r_skinframe.loadsequence = 1;
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5376 // mark the skinframe as used for the purging code
5377 skinframe->loadsequence = r_skinframe.loadsequence;
5380 void R_SkinFrame_Purge(void)
5384 for (i = 0;i < SKINFRAME_HASH;i++)
5386 for (s = r_skinframe.hash[i];s;s = s->next)
5388 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5390 if (s->merged == s->base)
5392 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393 R_PurgeTexture(s->stain );s->stain = NULL;
5394 R_PurgeTexture(s->merged);s->merged = NULL;
5395 R_PurgeTexture(s->base );s->base = NULL;
5396 R_PurgeTexture(s->pants );s->pants = NULL;
5397 R_PurgeTexture(s->shirt );s->shirt = NULL;
5398 R_PurgeTexture(s->nmap );s->nmap = NULL;
5399 R_PurgeTexture(s->gloss );s->gloss = NULL;
5400 R_PurgeTexture(s->glow );s->glow = NULL;
5401 R_PurgeTexture(s->fog );s->fog = NULL;
5402 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403 s->loadsequence = 0;
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5411 char basename[MAX_QPATH];
5413 Image_StripImageExtension(name, basename, sizeof(basename));
5415 if( last == NULL ) {
5417 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418 item = r_skinframe.hash[hashindex];
5423 // linearly search through the hash bucket
5424 for( ; item ; item = item->next ) {
5425 if( !strcmp( item->basename, basename ) ) {
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5436 char basename[MAX_QPATH];
5438 Image_StripImageExtension(name, basename, sizeof(basename));
5440 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5446 rtexture_t *dyntexture;
5447 // check whether its a dynamic texture
5448 dyntexture = CL_GetDynTexture( basename );
5449 if (!add && !dyntexture)
5451 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452 memset(item, 0, sizeof(*item));
5453 strlcpy(item->basename, basename, sizeof(item->basename));
5454 item->base = dyntexture; // either NULL or dyntexture handle
5455 item->textureflags = textureflags;
5456 item->comparewidth = comparewidth;
5457 item->compareheight = compareheight;
5458 item->comparecrc = comparecrc;
5459 item->next = r_skinframe.hash[hashindex];
5460 r_skinframe.hash[hashindex] = item;
5462 else if( item->base == NULL )
5464 rtexture_t *dyntexture;
5465 // check whether its a dynamic texture
5466 // 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]
5467 dyntexture = CL_GetDynTexture( basename );
5468 item->base = dyntexture; // either NULL or dyntexture handle
5471 R_SkinFrame_MarkUsed(item);
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5477 unsigned long long avgcolor[5], wsum; \
5485 for(pix = 0; pix < cnt; ++pix) \
5488 for(comp = 0; comp < 3; ++comp) \
5490 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5493 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5495 for(comp = 0; comp < 3; ++comp) \
5496 avgcolor[comp] += getpixel * w; \
5499 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500 avgcolor[4] += getpixel; \
5502 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5504 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5510 extern cvar_t gl_picmip;
5511 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5514 unsigned char *pixels;
5515 unsigned char *bumppixels;
5516 unsigned char *basepixels = NULL;
5517 int basepixels_width = 0;
5518 int basepixels_height = 0;
5519 skinframe_t *skinframe;
5520 rtexture_t *ddsbase = NULL;
5521 qboolean ddshasalpha = false;
5522 float ddsavgcolor[4];
5523 char basename[MAX_QPATH];
5524 int miplevel = R_PicmipForFlags(textureflags);
5525 int savemiplevel = miplevel;
5528 if (cls.state == ca_dedicated)
5531 // return an existing skinframe if already loaded
5532 // if loading of the first image fails, don't make a new skinframe as it
5533 // would cause all future lookups of this to be missing
5534 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535 if (skinframe && skinframe->base)
5538 Image_StripImageExtension(name, basename, sizeof(basename));
5540 // check for DDS texture file first
5541 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5543 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5544 if (basepixels == NULL)
5548 // FIXME handle miplevel
5550 if (developer_loading.integer)
5551 Con_Printf("loading skin \"%s\"\n", name);
5553 // we've got some pixels to store, so really allocate this new texture now
5555 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5556 skinframe->stain = NULL;
5557 skinframe->merged = NULL;
5558 skinframe->base = NULL;
5559 skinframe->pants = NULL;
5560 skinframe->shirt = NULL;
5561 skinframe->nmap = NULL;
5562 skinframe->gloss = NULL;
5563 skinframe->glow = NULL;
5564 skinframe->fog = NULL;
5565 skinframe->reflect = NULL;
5566 skinframe->hasalpha = false;
5570 skinframe->base = ddsbase;
5571 skinframe->hasalpha = ddshasalpha;
5572 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5573 if (r_loadfog && skinframe->hasalpha)
5574 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5575 //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]);
5579 basepixels_width = image_width;
5580 basepixels_height = image_height;
5581 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5582 if (textureflags & TEXF_ALPHA)
5584 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5586 if (basepixels[j] < 255)
5588 skinframe->hasalpha = true;
5592 if (r_loadfog && skinframe->hasalpha)
5594 // has transparent pixels
5595 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5596 for (j = 0;j < image_width * image_height * 4;j += 4)
5601 pixels[j+3] = basepixels[j+3];
5603 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5607 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5608 //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]);
5609 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5610 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5611 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5612 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5617 mymiplevel = savemiplevel;
5618 if (r_loadnormalmap)
5619 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5620 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5622 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5623 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5624 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5625 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5628 // _norm is the name used by tenebrae and has been adopted as standard
5629 if (r_loadnormalmap && skinframe->nmap == NULL)
5631 mymiplevel = savemiplevel;
5632 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5634 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5638 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5640 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5641 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5642 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5644 Mem_Free(bumppixels);
5646 else if (r_shadow_bumpscale_basetexture.value > 0)
5648 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5649 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5650 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5654 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5657 // _luma is supported only for tenebrae compatibility
5658 // _glow is the preferred name
5659 mymiplevel = savemiplevel;
5660 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5662 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5663 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5664 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5665 Mem_Free(pixels);pixels = NULL;
5668 mymiplevel = savemiplevel;
5669 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5671 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5672 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5673 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5678 mymiplevel = savemiplevel;
5679 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5681 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5682 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5683 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5688 mymiplevel = savemiplevel;
5689 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5691 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5692 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5693 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5698 mymiplevel = savemiplevel;
5699 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5701 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5702 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5703 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5709 Mem_Free(basepixels);
5714 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5715 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5718 unsigned char *temp1, *temp2;
5719 skinframe_t *skinframe;
5721 if (cls.state == ca_dedicated)
5724 // if already loaded just return it, otherwise make a new skinframe
5725 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5726 if (skinframe && skinframe->base)
5729 skinframe->stain = NULL;
5730 skinframe->merged = NULL;
5731 skinframe->base = NULL;
5732 skinframe->pants = NULL;
5733 skinframe->shirt = NULL;
5734 skinframe->nmap = NULL;
5735 skinframe->gloss = NULL;
5736 skinframe->glow = NULL;
5737 skinframe->fog = NULL;
5738 skinframe->reflect = NULL;
5739 skinframe->hasalpha = false;
5741 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5745 if (developer_loading.integer)
5746 Con_Printf("loading 32bit skin \"%s\"\n", name);
5748 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5750 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5751 temp2 = temp1 + width * height * 4;
5752 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5753 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5756 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5757 if (textureflags & TEXF_ALPHA)
5759 for (i = 3;i < width * height * 4;i += 4)
5761 if (skindata[i] < 255)
5763 skinframe->hasalpha = true;
5767 if (r_loadfog && skinframe->hasalpha)
5769 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5770 memcpy(fogpixels, skindata, width * height * 4);
5771 for (i = 0;i < width * height * 4;i += 4)
5772 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5773 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5774 Mem_Free(fogpixels);
5778 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5779 //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]);
5784 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5788 skinframe_t *skinframe;
5790 if (cls.state == ca_dedicated)
5793 // if already loaded just return it, otherwise make a new skinframe
5794 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5795 if (skinframe && skinframe->base)
5798 skinframe->stain = NULL;
5799 skinframe->merged = NULL;
5800 skinframe->base = NULL;
5801 skinframe->pants = NULL;
5802 skinframe->shirt = NULL;
5803 skinframe->nmap = NULL;
5804 skinframe->gloss = NULL;
5805 skinframe->glow = NULL;
5806 skinframe->fog = NULL;
5807 skinframe->reflect = NULL;
5808 skinframe->hasalpha = false;
5810 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5814 if (developer_loading.integer)
5815 Con_Printf("loading quake skin \"%s\"\n", name);
5817 // 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)
5818 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5819 memcpy(skinframe->qpixels, skindata, width*height);
5820 skinframe->qwidth = width;
5821 skinframe->qheight = height;
5824 for (i = 0;i < width * height;i++)
5825 featuresmask |= palette_featureflags[skindata[i]];
5827 skinframe->hasalpha = false;
5828 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5829 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5830 skinframe->qgeneratemerged = true;
5831 skinframe->qgeneratebase = skinframe->qhascolormapping;
5832 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5834 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5835 //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]);
5840 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5844 unsigned char *skindata;
5846 if (!skinframe->qpixels)
5849 if (!skinframe->qhascolormapping)
5850 colormapped = false;
5854 if (!skinframe->qgeneratebase)
5859 if (!skinframe->qgeneratemerged)
5863 width = skinframe->qwidth;
5864 height = skinframe->qheight;
5865 skindata = skinframe->qpixels;
5867 if (skinframe->qgeneratenmap)
5869 unsigned char *temp1, *temp2;
5870 skinframe->qgeneratenmap = false;
5871 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5872 temp2 = temp1 + width * height * 4;
5873 // use either a custom palette or the quake palette
5874 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5875 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5876 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5880 if (skinframe->qgenerateglow)
5882 skinframe->qgenerateglow = false;
5883 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5888 skinframe->qgeneratebase = false;
5889 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5890 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5891 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5895 skinframe->qgeneratemerged = false;
5896 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5899 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5901 Mem_Free(skinframe->qpixels);
5902 skinframe->qpixels = NULL;
5906 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)
5909 skinframe_t *skinframe;
5911 if (cls.state == ca_dedicated)
5914 // if already loaded just return it, otherwise make a new skinframe
5915 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5916 if (skinframe && skinframe->base)
5919 skinframe->stain = NULL;
5920 skinframe->merged = NULL;
5921 skinframe->base = NULL;
5922 skinframe->pants = NULL;
5923 skinframe->shirt = NULL;
5924 skinframe->nmap = NULL;
5925 skinframe->gloss = NULL;
5926 skinframe->glow = NULL;
5927 skinframe->fog = NULL;
5928 skinframe->reflect = NULL;
5929 skinframe->hasalpha = false;
5931 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5935 if (developer_loading.integer)
5936 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5938 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5939 if (textureflags & TEXF_ALPHA)
5941 for (i = 0;i < width * height;i++)
5943 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5945 skinframe->hasalpha = true;
5949 if (r_loadfog && skinframe->hasalpha)
5950 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5953 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5954 //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]);
5959 skinframe_t *R_SkinFrame_LoadMissing(void)
5961 skinframe_t *skinframe;
5963 if (cls.state == ca_dedicated)
5966 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5967 skinframe->stain = NULL;
5968 skinframe->merged = NULL;
5969 skinframe->base = NULL;
5970 skinframe->pants = NULL;
5971 skinframe->shirt = NULL;
5972 skinframe->nmap = NULL;
5973 skinframe->gloss = NULL;
5974 skinframe->glow = NULL;
5975 skinframe->fog = NULL;
5976 skinframe->reflect = NULL;
5977 skinframe->hasalpha = false;
5979 skinframe->avgcolor[0] = rand() / RAND_MAX;
5980 skinframe->avgcolor[1] = rand() / RAND_MAX;
5981 skinframe->avgcolor[2] = rand() / RAND_MAX;
5982 skinframe->avgcolor[3] = 1;
5987 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5988 typedef struct suffixinfo_s
5991 qboolean flipx, flipy, flipdiagonal;
5994 static suffixinfo_t suffix[3][6] =
5997 {"px", false, false, false},
5998 {"nx", false, false, false},
5999 {"py", false, false, false},
6000 {"ny", false, false, false},
6001 {"pz", false, false, false},
6002 {"nz", false, false, false}
6005 {"posx", false, false, false},
6006 {"negx", false, false, false},
6007 {"posy", false, false, false},
6008 {"negy", false, false, false},
6009 {"posz", false, false, false},
6010 {"negz", false, false, false}
6013 {"rt", true, false, true},
6014 {"lf", false, true, true},
6015 {"ft", true, true, false},
6016 {"bk", false, false, false},
6017 {"up", true, false, true},
6018 {"dn", true, false, true}
6022 static int componentorder[4] = {0, 1, 2, 3};
6024 rtexture_t *R_LoadCubemap(const char *basename)
6026 int i, j, cubemapsize;
6027 unsigned char *cubemappixels, *image_buffer;
6028 rtexture_t *cubemaptexture;
6030 // must start 0 so the first loadimagepixels has no requested width/height
6032 cubemappixels = NULL;
6033 cubemaptexture = NULL;
6034 // keep trying different suffix groups (posx, px, rt) until one loads
6035 for (j = 0;j < 3 && !cubemappixels;j++)
6037 // load the 6 images in the suffix group
6038 for (i = 0;i < 6;i++)
6040 // generate an image name based on the base and and suffix
6041 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6043 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6045 // an image loaded, make sure width and height are equal
6046 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6048 // if this is the first image to load successfully, allocate the cubemap memory
6049 if (!cubemappixels && image_width >= 1)
6051 cubemapsize = image_width;
6052 // note this clears to black, so unavailable sides are black
6053 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6055 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6057 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);
6060 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6062 Mem_Free(image_buffer);
6066 // if a cubemap loaded, upload it
6069 if (developer_loading.integer)
6070 Con_Printf("loading cubemap \"%s\"\n", basename);
6072 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, -1, NULL);
6073 Mem_Free(cubemappixels);
6077 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6078 if (developer_loading.integer)
6080 Con_Printf("(tried tried images ");
6081 for (j = 0;j < 3;j++)
6082 for (i = 0;i < 6;i++)
6083 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6084 Con_Print(" and was unable to find any of them).\n");
6087 return cubemaptexture;
6090 rtexture_t *R_GetCubemap(const char *basename)
6093 for (i = 0;i < r_texture_numcubemaps;i++)
6094 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6095 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6096 if (i >= MAX_CUBEMAPS)
6097 return r_texture_whitecube;
6098 r_texture_numcubemaps++;
6099 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6100 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6101 return r_texture_cubemaps[i].texture;
6104 void R_FreeCubemaps(void)
6107 for (i = 0;i < r_texture_numcubemaps;i++)
6109 if (developer_loading.integer)
6110 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6111 if (r_texture_cubemaps[i].texture)
6112 R_FreeTexture(r_texture_cubemaps[i].texture);
6114 r_texture_numcubemaps = 0;
6117 void R_Main_FreeViewCache(void)
6119 if (r_refdef.viewcache.entityvisible)
6120 Mem_Free(r_refdef.viewcache.entityvisible);
6121 if (r_refdef.viewcache.world_pvsbits)
6122 Mem_Free(r_refdef.viewcache.world_pvsbits);
6123 if (r_refdef.viewcache.world_leafvisible)
6124 Mem_Free(r_refdef.viewcache.world_leafvisible);
6125 if (r_refdef.viewcache.world_surfacevisible)
6126 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6127 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6130 void R_Main_ResizeViewCache(void)
6132 int numentities = r_refdef.scene.numentities;
6133 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6134 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6135 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6136 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6137 if (r_refdef.viewcache.maxentities < numentities)
6139 r_refdef.viewcache.maxentities = numentities;
6140 if (r_refdef.viewcache.entityvisible)
6141 Mem_Free(r_refdef.viewcache.entityvisible);
6142 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6144 if (r_refdef.viewcache.world_numclusters != numclusters)
6146 r_refdef.viewcache.world_numclusters = numclusters;
6147 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6148 if (r_refdef.viewcache.world_pvsbits)
6149 Mem_Free(r_refdef.viewcache.world_pvsbits);
6150 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6152 if (r_refdef.viewcache.world_numleafs != numleafs)
6154 r_refdef.viewcache.world_numleafs = numleafs;
6155 if (r_refdef.viewcache.world_leafvisible)
6156 Mem_Free(r_refdef.viewcache.world_leafvisible);
6157 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6159 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6161 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6162 if (r_refdef.viewcache.world_surfacevisible)
6163 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6164 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6168 extern rtexture_t *loadingscreentexture;
6169 void gl_main_start(void)
6171 loadingscreentexture = NULL;
6172 r_texture_blanknormalmap = NULL;
6173 r_texture_white = NULL;
6174 r_texture_grey128 = NULL;
6175 r_texture_black = NULL;
6176 r_texture_whitecube = NULL;
6177 r_texture_normalizationcube = NULL;
6178 r_texture_fogattenuation = NULL;
6179 r_texture_fogheighttexture = NULL;
6180 r_texture_gammaramps = NULL;
6181 r_texture_numcubemaps = 0;
6183 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6184 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6186 switch(vid.renderpath)
6188 case RENDERPATH_GL20:
6189 case RENDERPATH_CGGL:
6190 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6191 Cvar_SetValueQuick(&gl_combine, 1);
6192 Cvar_SetValueQuick(&r_glsl, 1);
6193 r_loadnormalmap = true;
6197 case RENDERPATH_GL13:
6198 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6199 Cvar_SetValueQuick(&gl_combine, 1);
6200 Cvar_SetValueQuick(&r_glsl, 0);
6201 r_loadnormalmap = false;
6202 r_loadgloss = false;
6205 case RENDERPATH_GL11:
6206 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6207 Cvar_SetValueQuick(&gl_combine, 0);
6208 Cvar_SetValueQuick(&r_glsl, 0);
6209 r_loadnormalmap = false;
6210 r_loadgloss = false;
6216 R_FrameData_Reset();
6220 memset(r_queries, 0, sizeof(r_queries));
6222 r_qwskincache = NULL;
6223 r_qwskincache_size = 0;
6225 // set up r_skinframe loading system for textures
6226 memset(&r_skinframe, 0, sizeof(r_skinframe));
6227 r_skinframe.loadsequence = 1;
6228 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6230 r_main_texturepool = R_AllocTexturePool();
6231 R_BuildBlankTextures();
6233 if (vid.support.arb_texture_cube_map)
6236 R_BuildNormalizationCube();
6238 r_texture_fogattenuation = NULL;
6239 r_texture_fogheighttexture = NULL;
6240 r_texture_gammaramps = NULL;
6241 //r_texture_fogintensity = NULL;
6242 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6243 memset(&r_waterstate, 0, sizeof(r_waterstate));
6244 r_glsl_permutation = NULL;
6245 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6246 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6247 glslshaderstring = NULL;
6249 r_cg_permutation = NULL;
6250 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6251 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6252 cgshaderstring = NULL;
6254 memset(&r_svbsp, 0, sizeof (r_svbsp));
6256 r_refdef.fogmasktable_density = 0;
6259 void gl_main_shutdown(void)
6262 R_FrameData_Reset();
6264 R_Main_FreeViewCache();
6267 qglDeleteQueriesARB(r_maxqueries, r_queries);
6271 memset(r_queries, 0, sizeof(r_queries));
6273 r_qwskincache = NULL;
6274 r_qwskincache_size = 0;
6276 // clear out the r_skinframe state
6277 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6278 memset(&r_skinframe, 0, sizeof(r_skinframe));
6281 Mem_Free(r_svbsp.nodes);
6282 memset(&r_svbsp, 0, sizeof (r_svbsp));
6283 R_FreeTexturePool(&r_main_texturepool);
6284 loadingscreentexture = NULL;
6285 r_texture_blanknormalmap = NULL;
6286 r_texture_white = NULL;
6287 r_texture_grey128 = NULL;
6288 r_texture_black = NULL;
6289 r_texture_whitecube = NULL;
6290 r_texture_normalizationcube = NULL;
6291 r_texture_fogattenuation = NULL;
6292 r_texture_fogheighttexture = NULL;
6293 r_texture_gammaramps = NULL;
6294 r_texture_numcubemaps = 0;
6295 //r_texture_fogintensity = NULL;
6296 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6297 memset(&r_waterstate, 0, sizeof(r_waterstate));
6298 r_glsl_permutation = NULL;
6299 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6300 glslshaderstring = NULL;
6302 r_cg_permutation = NULL;
6303 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6304 cgshaderstring = NULL;
6309 extern void CL_ParseEntityLump(char *entitystring);
6310 void gl_main_newmap(void)
6312 // FIXME: move this code to client
6313 char *entities, entname[MAX_QPATH];
6315 Mem_Free(r_qwskincache);
6316 r_qwskincache = NULL;
6317 r_qwskincache_size = 0;
6320 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6321 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6323 CL_ParseEntityLump(entities);
6327 if (cl.worldmodel->brush.entities)
6328 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6330 R_Main_FreeViewCache();
6332 R_FrameData_Reset();
6335 void GL_Main_Init(void)
6337 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6339 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6340 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6341 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6342 if (gamemode == GAME_NEHAHRA)
6344 Cvar_RegisterVariable (&gl_fogenable);
6345 Cvar_RegisterVariable (&gl_fogdensity);
6346 Cvar_RegisterVariable (&gl_fogred);
6347 Cvar_RegisterVariable (&gl_foggreen);
6348 Cvar_RegisterVariable (&gl_fogblue);
6349 Cvar_RegisterVariable (&gl_fogstart);
6350 Cvar_RegisterVariable (&gl_fogend);
6351 Cvar_RegisterVariable (&gl_skyclip);
6353 Cvar_RegisterVariable(&r_motionblur);
6354 Cvar_RegisterVariable(&r_motionblur_maxblur);
6355 Cvar_RegisterVariable(&r_motionblur_bmin);
6356 Cvar_RegisterVariable(&r_motionblur_vmin);
6357 Cvar_RegisterVariable(&r_motionblur_vmax);
6358 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6359 Cvar_RegisterVariable(&r_motionblur_randomize);
6360 Cvar_RegisterVariable(&r_damageblur);
6361 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6362 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6363 Cvar_RegisterVariable(&r_equalize_entities_by);
6364 Cvar_RegisterVariable(&r_equalize_entities_to);
6365 Cvar_RegisterVariable(&r_depthfirst);
6366 Cvar_RegisterVariable(&r_useinfinitefarclip);
6367 Cvar_RegisterVariable(&r_farclip_base);
6368 Cvar_RegisterVariable(&r_farclip_world);
6369 Cvar_RegisterVariable(&r_nearclip);
6370 Cvar_RegisterVariable(&r_showbboxes);
6371 Cvar_RegisterVariable(&r_showsurfaces);
6372 Cvar_RegisterVariable(&r_showtris);
6373 Cvar_RegisterVariable(&r_shownormals);
6374 Cvar_RegisterVariable(&r_showlighting);
6375 Cvar_RegisterVariable(&r_showshadowvolumes);
6376 Cvar_RegisterVariable(&r_showcollisionbrushes);
6377 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6378 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6379 Cvar_RegisterVariable(&r_showdisabledepthtest);
6380 Cvar_RegisterVariable(&r_drawportals);
6381 Cvar_RegisterVariable(&r_drawentities);
6382 Cvar_RegisterVariable(&r_drawworld);
6383 Cvar_RegisterVariable(&r_cullentities_trace);
6384 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6385 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6386 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6387 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6388 Cvar_RegisterVariable(&r_drawviewmodel);
6389 Cvar_RegisterVariable(&r_drawexteriormodel);
6390 Cvar_RegisterVariable(&r_speeds);
6391 Cvar_RegisterVariable(&r_fullbrights);
6392 Cvar_RegisterVariable(&r_wateralpha);
6393 Cvar_RegisterVariable(&r_dynamic);
6394 Cvar_RegisterVariable(&r_fullbright);
6395 Cvar_RegisterVariable(&r_shadows);
6396 Cvar_RegisterVariable(&r_shadows_darken);
6397 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6398 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6399 Cvar_RegisterVariable(&r_shadows_throwdistance);
6400 Cvar_RegisterVariable(&r_shadows_throwdirection);
6401 Cvar_RegisterVariable(&r_shadows_focus);
6402 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6403 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6404 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6405 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6406 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6407 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6408 Cvar_RegisterVariable(&r_fog_exp2);
6409 Cvar_RegisterVariable(&r_drawfog);
6410 Cvar_RegisterVariable(&r_transparentdepthmasking);
6411 Cvar_RegisterVariable(&r_texture_dds_load);
6412 Cvar_RegisterVariable(&r_texture_dds_save);
6413 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6414 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6415 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6416 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6417 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6418 Cvar_RegisterVariable(&r_textureunits);
6419 Cvar_RegisterVariable(&gl_combine);
6420 Cvar_RegisterVariable(&r_glsl);
6421 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6422 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6423 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6424 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6425 Cvar_RegisterVariable(&r_glsl_postprocess);
6426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6428 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6429 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6430 Cvar_RegisterVariable(&r_water);
6431 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6432 Cvar_RegisterVariable(&r_water_clippingplanebias);
6433 Cvar_RegisterVariable(&r_water_refractdistort);
6434 Cvar_RegisterVariable(&r_water_reflectdistort);
6435 Cvar_RegisterVariable(&r_lerpsprites);
6436 Cvar_RegisterVariable(&r_lerpmodels);
6437 Cvar_RegisterVariable(&r_lerplightstyles);
6438 Cvar_RegisterVariable(&r_waterscroll);
6439 Cvar_RegisterVariable(&r_bloom);
6440 Cvar_RegisterVariable(&r_bloom_colorscale);
6441 Cvar_RegisterVariable(&r_bloom_brighten);
6442 Cvar_RegisterVariable(&r_bloom_blur);
6443 Cvar_RegisterVariable(&r_bloom_resolution);
6444 Cvar_RegisterVariable(&r_bloom_colorexponent);
6445 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6446 Cvar_RegisterVariable(&r_hdr);
6447 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6448 Cvar_RegisterVariable(&r_hdr_glowintensity);
6449 Cvar_RegisterVariable(&r_hdr_range);
6450 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6451 Cvar_RegisterVariable(&developer_texturelogging);
6452 Cvar_RegisterVariable(&gl_lightmaps);
6453 Cvar_RegisterVariable(&r_test);
6454 Cvar_RegisterVariable(&r_glsl_saturation);
6455 Cvar_RegisterVariable(&r_framedatasize);
6456 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6457 Cvar_SetValue("r_fullbrights", 0);
6458 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6460 Cvar_RegisterVariable(&r_track_sprites);
6461 Cvar_RegisterVariable(&r_track_sprites_flags);
6462 Cvar_RegisterVariable(&r_track_sprites_scalew);
6463 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6464 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6465 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6468 extern void R_Textures_Init(void);
6469 extern void GL_Draw_Init(void);
6470 extern void GL_Main_Init(void);
6471 extern void R_Shadow_Init(void);
6472 extern void R_Sky_Init(void);
6473 extern void GL_Surf_Init(void);
6474 extern void R_Particles_Init(void);
6475 extern void R_Explosion_Init(void);
6476 extern void gl_backend_init(void);
6477 extern void Sbar_Init(void);
6478 extern void R_LightningBeams_Init(void);
6479 extern void Mod_RenderInit(void);
6480 extern void Font_Init(void);
6482 void Render_Init(void)
6495 R_LightningBeams_Init();
6504 extern char *ENGINE_EXTENSIONS;
6507 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6508 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6509 gl_version = (const char *)qglGetString(GL_VERSION);
6510 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6514 if (!gl_platformextensions)
6515 gl_platformextensions = "";
6517 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6518 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6519 Con_Printf("GL_VERSION: %s\n", gl_version);
6520 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6521 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6523 VID_CheckExtensions();
6525 // LordHavoc: report supported extensions
6526 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6528 // clear to black (loading plaque will be seen over this)
6530 qglClearColor(0,0,0,1);CHECKGLERROR
6531 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6534 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6538 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6540 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6543 p = r_refdef.view.frustum + i;
6548 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6552 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6556 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6560 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6564 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6568 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6572 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6576 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6584 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6588 for (i = 0;i < numplanes;i++)
6595 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6599 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6603 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6607 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6611 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6615 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6619 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6623 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6631 //==================================================================================
6633 // LordHavoc: this stores temporary data used within the same frame
6635 qboolean r_framedata_failed;
6636 static size_t r_framedata_size;
6637 static size_t r_framedata_current;
6638 static void *r_framedata_base;
6640 void R_FrameData_Reset(void)
6642 if (r_framedata_base)
6643 Mem_Free(r_framedata_base);
6644 r_framedata_base = NULL;
6645 r_framedata_size = 0;
6646 r_framedata_current = 0;
6647 r_framedata_failed = false;
6650 void R_FrameData_NewFrame(void)
6653 if (r_framedata_failed)
6654 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6655 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6656 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6657 if (r_framedata_size != wantedsize)
6659 r_framedata_size = wantedsize;
6660 if (r_framedata_base)
6661 Mem_Free(r_framedata_base);
6662 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6664 r_framedata_current = 0;
6665 r_framedata_failed = false;
6668 void *R_FrameData_Alloc(size_t size)
6672 // align to 16 byte boundary
6673 size = (size + 15) & ~15;
6674 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6675 r_framedata_current += size;
6678 if (r_framedata_current > r_framedata_size)
6679 r_framedata_failed = true;
6681 // return NULL on everything after a failure
6682 if (r_framedata_failed)
6688 void *R_FrameData_Store(size_t size, void *data)
6690 void *d = R_FrameData_Alloc(size);
6692 memcpy(d, data, size);
6696 //==================================================================================
6698 // LordHavoc: animcache originally written by Echon, rewritten since then
6701 * Animation cache prevents re-generating mesh data for an animated model
6702 * multiple times in one frame for lighting, shadowing, reflections, etc.
6705 void R_AnimCache_Free(void)
6709 void R_AnimCache_ClearCache(void)
6712 entity_render_t *ent;
6714 for (i = 0;i < r_refdef.scene.numentities;i++)
6716 ent = r_refdef.scene.entities[i];
6717 ent->animcache_vertex3f = NULL;
6718 ent->animcache_normal3f = NULL;
6719 ent->animcache_svector3f = NULL;
6720 ent->animcache_tvector3f = NULL;
6721 ent->animcache_vertexposition = NULL;
6722 ent->animcache_vertexmesh = NULL;
6723 ent->animcache_vertexpositionbuffer = NULL;
6724 ent->animcache_vertexmeshbuffer = NULL;
6728 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6731 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6732 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6733 if (!ent->animcache_vertexposition)
6734 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6735 if (ent->animcache_vertexposition)
6737 for (i = 0;i < numvertices;i++)
6738 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6739 // TODO: upload vertex buffer?
6741 if (ent->animcache_vertexmesh)
6743 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6744 for (i = 0;i < numvertices;i++)
6745 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6746 if (ent->animcache_svector3f)
6747 for (i = 0;i < numvertices;i++)
6748 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6749 if (ent->animcache_tvector3f)
6750 for (i = 0;i < numvertices;i++)
6751 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6752 if (ent->animcache_normal3f)
6753 for (i = 0;i < numvertices;i++)
6754 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6755 // TODO: upload vertex buffer?
6759 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6761 dp_model_t *model = ent->model;
6763 // see if it's already cached this frame
6764 if (ent->animcache_vertex3f)
6766 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6767 if (wantnormals || wanttangents)
6769 if (ent->animcache_normal3f)
6770 wantnormals = false;
6771 if (ent->animcache_svector3f)
6772 wanttangents = false;
6773 if (wantnormals || wanttangents)
6775 numvertices = model->surfmesh.num_vertices;
6777 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6780 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6781 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6783 if (!r_framedata_failed)
6785 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6786 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6793 // see if this ent is worth caching
6794 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6796 // get some memory for this entity and generate mesh data
6797 numvertices = model->surfmesh.num_vertices;
6798 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6800 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6804 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6806 if (!r_framedata_failed)
6808 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6809 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6812 return !r_framedata_failed;
6815 void R_AnimCache_CacheVisibleEntities(void)
6818 qboolean wantnormals = true;
6819 qboolean wanttangents = !r_showsurfaces.integer;
6821 switch(vid.renderpath)
6823 case RENDERPATH_GL20:
6824 case RENDERPATH_CGGL:
6826 case RENDERPATH_GL13:
6827 case RENDERPATH_GL11:
6828 wanttangents = false;
6832 if (r_shownormals.integer)
6833 wanttangents = wantnormals = true;
6835 // TODO: thread this
6836 // NOTE: R_PrepareRTLights() also caches entities
6838 for (i = 0;i < r_refdef.scene.numentities;i++)
6839 if (r_refdef.viewcache.entityvisible[i])
6840 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6843 //==================================================================================
6845 static void R_View_UpdateEntityLighting (void)
6848 entity_render_t *ent;
6849 vec3_t tempdiffusenormal, avg;
6850 vec_t f, fa, fd, fdd;
6851 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6853 for (i = 0;i < r_refdef.scene.numentities;i++)
6855 ent = r_refdef.scene.entities[i];
6857 // skip unseen models
6858 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6862 if (ent->model && ent->model->brush.num_leafs)
6864 // TODO: use modellight for r_ambient settings on world?
6865 VectorSet(ent->modellight_ambient, 0, 0, 0);
6866 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6867 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6871 // fetch the lighting from the worldmodel data
6872 VectorClear(ent->modellight_ambient);
6873 VectorClear(ent->modellight_diffuse);
6874 VectorClear(tempdiffusenormal);
6875 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6878 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6879 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6880 if(ent->flags & RENDER_EQUALIZE)
6882 // first fix up ambient lighting...
6883 if(r_equalize_entities_minambient.value > 0)
6885 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6888 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6889 if(fa < r_equalize_entities_minambient.value * fd)
6892 // fa'/fd' = minambient
6893 // fa'+0.25*fd' = fa+0.25*fd
6895 // fa' = fd' * minambient
6896 // fd'*(0.25+minambient) = fa+0.25*fd
6898 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6899 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6901 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6902 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
6903 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6904 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6909 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6911 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6912 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6915 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6916 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6917 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6923 VectorSet(ent->modellight_ambient, 1, 1, 1);
6925 // move the light direction into modelspace coordinates for lighting code
6926 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6927 if(VectorLength2(ent->modellight_lightdir) == 0)
6928 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6929 VectorNormalize(ent->modellight_lightdir);
6933 #define MAX_LINEOFSIGHTTRACES 64
6935 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6938 vec3_t boxmins, boxmaxs;
6941 dp_model_t *model = r_refdef.scene.worldmodel;
6943 if (!model || !model->brush.TraceLineOfSight)
6946 // expand the box a little
6947 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6948 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6949 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6950 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6951 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6952 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6954 // return true if eye is inside enlarged box
6955 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6959 VectorCopy(eye, start);
6960 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6961 if (model->brush.TraceLineOfSight(model, start, end))
6964 // try various random positions
6965 for (i = 0;i < numsamples;i++)
6967 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6968 if (model->brush.TraceLineOfSight(model, start, end))
6976 static void R_View_UpdateEntityVisible (void)
6981 entity_render_t *ent;
6983 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6984 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6985 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6986 : RENDER_EXTERIORMODEL;
6987 if (!r_drawviewmodel.integer)
6988 renderimask |= RENDER_VIEWMODEL;
6989 if (!r_drawexteriormodel.integer)
6990 renderimask |= RENDER_EXTERIORMODEL;
6991 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6993 // worldmodel can check visibility
6994 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6995 for (i = 0;i < r_refdef.scene.numentities;i++)
6997 ent = r_refdef.scene.entities[i];
6998 if (!(ent->flags & renderimask))
6999 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)))
7000 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))
7001 r_refdef.viewcache.entityvisible[i] = true;
7003 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7004 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7006 for (i = 0;i < r_refdef.scene.numentities;i++)
7008 ent = r_refdef.scene.entities[i];
7009 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7011 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7013 continue; // temp entities do pvs only
7014 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7015 ent->last_trace_visibility = realtime;
7016 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7017 r_refdef.viewcache.entityvisible[i] = 0;
7024 // no worldmodel or it can't check visibility
7025 for (i = 0;i < r_refdef.scene.numentities;i++)
7027 ent = r_refdef.scene.entities[i];
7028 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));
7033 /// only used if skyrendermasked, and normally returns false
7034 int R_DrawBrushModelsSky (void)
7037 entity_render_t *ent;
7040 for (i = 0;i < r_refdef.scene.numentities;i++)
7042 if (!r_refdef.viewcache.entityvisible[i])
7044 ent = r_refdef.scene.entities[i];
7045 if (!ent->model || !ent->model->DrawSky)
7047 ent->model->DrawSky(ent);
7053 static void R_DrawNoModel(entity_render_t *ent);
7054 static void R_DrawModels(void)
7057 entity_render_t *ent;
7059 for (i = 0;i < r_refdef.scene.numentities;i++)
7061 if (!r_refdef.viewcache.entityvisible[i])
7063 ent = r_refdef.scene.entities[i];
7064 r_refdef.stats.entities++;
7065 if (ent->model && ent->model->Draw != NULL)
7066 ent->model->Draw(ent);
7072 static void R_DrawModelsDepth(void)
7075 entity_render_t *ent;
7077 for (i = 0;i < r_refdef.scene.numentities;i++)
7079 if (!r_refdef.viewcache.entityvisible[i])
7081 ent = r_refdef.scene.entities[i];
7082 if (ent->model && ent->model->DrawDepth != NULL)
7083 ent->model->DrawDepth(ent);
7087 static void R_DrawModelsDebug(void)
7090 entity_render_t *ent;
7092 for (i = 0;i < r_refdef.scene.numentities;i++)
7094 if (!r_refdef.viewcache.entityvisible[i])
7096 ent = r_refdef.scene.entities[i];
7097 if (ent->model && ent->model->DrawDebug != NULL)
7098 ent->model->DrawDebug(ent);
7102 static void R_DrawModelsAddWaterPlanes(void)
7105 entity_render_t *ent;
7107 for (i = 0;i < r_refdef.scene.numentities;i++)
7109 if (!r_refdef.viewcache.entityvisible[i])
7111 ent = r_refdef.scene.entities[i];
7112 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7113 ent->model->DrawAddWaterPlanes(ent);
7117 static void R_View_SetFrustum(void)
7120 double slopex, slopey;
7121 vec3_t forward, left, up, origin;
7123 // we can't trust r_refdef.view.forward and friends in reflected scenes
7124 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7127 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7128 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7129 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7130 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7131 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7132 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7133 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7134 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7135 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7136 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7137 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7138 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7142 zNear = r_refdef.nearclip;
7143 nudge = 1.0 - 1.0 / (1<<23);
7144 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7145 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7146 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7147 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7148 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7149 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7150 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7151 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7157 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7158 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7159 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7160 r_refdef.view.frustum[0].dist = m[15] - m[12];
7162 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7163 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7164 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7165 r_refdef.view.frustum[1].dist = m[15] + m[12];
7167 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7168 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7169 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7170 r_refdef.view.frustum[2].dist = m[15] - m[13];
7172 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7173 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7174 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7175 r_refdef.view.frustum[3].dist = m[15] + m[13];
7177 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7178 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7179 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7180 r_refdef.view.frustum[4].dist = m[15] - m[14];
7182 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7183 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7184 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7185 r_refdef.view.frustum[5].dist = m[15] + m[14];
7188 if (r_refdef.view.useperspective)
7190 slopex = 1.0 / r_refdef.view.frustum_x;
7191 slopey = 1.0 / r_refdef.view.frustum_y;
7192 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7193 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7194 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7195 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7196 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7198 // Leaving those out was a mistake, those were in the old code, and they
7199 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7200 // I couldn't reproduce it after adding those normalizations. --blub
7201 VectorNormalize(r_refdef.view.frustum[0].normal);
7202 VectorNormalize(r_refdef.view.frustum[1].normal);
7203 VectorNormalize(r_refdef.view.frustum[2].normal);
7204 VectorNormalize(r_refdef.view.frustum[3].normal);
7206 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7207 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]);
7208 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]);
7209 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7210 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7212 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7213 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7214 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7215 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7216 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7220 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7221 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7222 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7223 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7224 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7225 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7226 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7227 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7228 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7229 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7231 r_refdef.view.numfrustumplanes = 5;
7233 if (r_refdef.view.useclipplane)
7235 r_refdef.view.numfrustumplanes = 6;
7236 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7239 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7240 PlaneClassify(r_refdef.view.frustum + i);
7242 // LordHavoc: note to all quake engine coders, Quake had a special case
7243 // for 90 degrees which assumed a square view (wrong), so I removed it,
7244 // Quake2 has it disabled as well.
7246 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7247 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7248 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7249 //PlaneClassify(&frustum[0]);
7251 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7252 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7253 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7254 //PlaneClassify(&frustum[1]);
7256 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7257 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7258 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7259 //PlaneClassify(&frustum[2]);
7261 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7262 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7263 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7264 //PlaneClassify(&frustum[3]);
7267 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7268 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7269 //PlaneClassify(&frustum[4]);
7272 void R_View_Update(void)
7274 R_Main_ResizeViewCache();
7275 R_View_SetFrustum();
7276 R_View_WorldVisibility(r_refdef.view.useclipplane);
7277 R_View_UpdateEntityVisible();
7278 R_View_UpdateEntityLighting();
7281 void R_SetupView(qboolean allowwaterclippingplane)
7283 const float *customclipplane = NULL;
7285 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7287 // LordHavoc: couldn't figure out how to make this approach the
7288 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7289 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7290 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7291 dist = r_refdef.view.clipplane.dist;
7292 plane[0] = r_refdef.view.clipplane.normal[0];
7293 plane[1] = r_refdef.view.clipplane.normal[1];
7294 plane[2] = r_refdef.view.clipplane.normal[2];
7296 customclipplane = plane;
7299 if (!r_refdef.view.useperspective)
7300 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);
7301 else if (vid.stencil && r_useinfinitefarclip.integer)
7302 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);
7304 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);
7305 R_SetViewport(&r_refdef.view.viewport);
7308 void R_EntityMatrix(const matrix4x4_t *matrix)
7310 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7312 gl_modelmatrixchanged = false;
7313 gl_modelmatrix = *matrix;
7314 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7315 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7316 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7317 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7319 switch(vid.renderpath)
7321 case RENDERPATH_GL20:
7322 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7323 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7324 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7326 case RENDERPATH_CGGL:
7329 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7330 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7331 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7334 case RENDERPATH_GL13:
7335 case RENDERPATH_GL11:
7336 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7342 void R_ResetViewRendering2D(void)
7344 r_viewport_t viewport;
7347 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7348 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);
7349 R_SetViewport(&viewport);
7350 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7351 GL_Color(1, 1, 1, 1);
7352 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7353 GL_BlendFunc(GL_ONE, GL_ZERO);
7354 GL_AlphaTest(false);
7355 GL_ScissorTest(false);
7356 GL_DepthMask(false);
7357 GL_DepthRange(0, 1);
7358 GL_DepthTest(false);
7359 R_EntityMatrix(&identitymatrix);
7360 R_Mesh_ResetTextureState();
7361 GL_PolygonOffset(0, 0);
7362 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7363 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7364 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7365 qglStencilMask(~0);CHECKGLERROR
7366 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7367 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7368 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7371 void R_ResetViewRendering3D(void)
7376 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7377 GL_Color(1, 1, 1, 1);
7378 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7379 GL_BlendFunc(GL_ONE, GL_ZERO);
7380 GL_AlphaTest(false);
7381 GL_ScissorTest(true);
7383 GL_DepthRange(0, 1);
7385 R_EntityMatrix(&identitymatrix);
7386 R_Mesh_ResetTextureState();
7387 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7388 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7389 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7390 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7391 qglStencilMask(~0);CHECKGLERROR
7392 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7393 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7394 GL_CullFace(r_refdef.view.cullface_back);
7399 R_RenderView_UpdateViewVectors
7402 static void R_RenderView_UpdateViewVectors(void)
7404 // break apart the view matrix into vectors for various purposes
7405 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7406 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7407 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7408 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7409 // make an inverted copy of the view matrix for tracking sprites
7410 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7413 void R_RenderScene(void);
7414 void R_RenderWaterPlanes(void);
7416 static void R_Water_StartFrame(void)
7419 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7420 r_waterstate_waterplane_t *p;
7422 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7425 switch(vid.renderpath)
7427 case RENDERPATH_GL20:
7428 case RENDERPATH_CGGL:
7430 case RENDERPATH_GL13:
7431 case RENDERPATH_GL11:
7435 // set waterwidth and waterheight to the water resolution that will be
7436 // used (often less than the screen resolution for faster rendering)
7437 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7438 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7440 // calculate desired texture sizes
7441 // can't use water if the card does not support the texture size
7442 if (!r_water.integer || r_showsurfaces.integer)
7443 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7444 else if (vid.support.arb_texture_non_power_of_two)
7446 texturewidth = waterwidth;
7447 textureheight = waterheight;
7448 camerawidth = waterwidth;
7449 cameraheight = waterheight;
7453 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7454 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7455 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7456 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7459 // allocate textures as needed
7460 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7462 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7463 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7465 if (p->texture_refraction)
7466 R_FreeTexture(p->texture_refraction);
7467 p->texture_refraction = NULL;
7468 if (p->texture_reflection)
7469 R_FreeTexture(p->texture_reflection);
7470 p->texture_reflection = NULL;
7471 if (p->texture_camera)
7472 R_FreeTexture(p->texture_camera);
7473 p->texture_camera = NULL;
7475 memset(&r_waterstate, 0, sizeof(r_waterstate));
7476 r_waterstate.texturewidth = texturewidth;
7477 r_waterstate.textureheight = textureheight;
7478 r_waterstate.camerawidth = camerawidth;
7479 r_waterstate.cameraheight = cameraheight;
7482 if (r_waterstate.texturewidth)
7484 r_waterstate.enabled = true;
7486 // when doing a reduced render (HDR) we want to use a smaller area
7487 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7488 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7490 // set up variables that will be used in shader setup
7491 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7492 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7493 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7494 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7497 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7498 r_waterstate.numwaterplanes = 0;
7501 void R_Water_AddWaterPlane(msurface_t *surface)
7503 int triangleindex, planeindex;
7510 r_waterstate_waterplane_t *p;
7511 texture_t *t = R_GetCurrentTexture(surface->texture);
7512 cam_ent = t->camera_entity;
7513 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7516 // just use the first triangle with a valid normal for any decisions
7517 VectorClear(normal);
7518 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7520 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7521 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7522 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7523 TriangleNormal(vert[0], vert[1], vert[2], normal);
7524 if (VectorLength2(normal) >= 0.001)
7528 VectorCopy(normal, plane.normal);
7529 VectorNormalize(plane.normal);
7530 plane.dist = DotProduct(vert[0], plane.normal);
7531 PlaneClassify(&plane);
7532 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7534 // skip backfaces (except if nocullface is set)
7535 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7537 VectorNegate(plane.normal, plane.normal);
7539 PlaneClassify(&plane);
7543 // find a matching plane if there is one
7544 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7545 if(p->camera_entity == t->camera_entity)
7546 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7548 if (planeindex >= r_waterstate.maxwaterplanes)
7549 return; // nothing we can do, out of planes
7551 // if this triangle does not fit any known plane rendered this frame, add one
7552 if (planeindex >= r_waterstate.numwaterplanes)
7554 // store the new plane
7555 r_waterstate.numwaterplanes++;
7557 // clear materialflags and pvs
7558 p->materialflags = 0;
7559 p->pvsvalid = false;
7560 p->camera_entity = t->camera_entity;
7562 // merge this surface's materialflags into the waterplane
7563 p->materialflags |= t->currentmaterialflags;
7564 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7566 // merge this surface's PVS into the waterplane
7567 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7568 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7569 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7571 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7577 static void R_Water_ProcessPlanes(void)
7579 r_refdef_view_t originalview;
7580 r_refdef_view_t myview;
7582 r_waterstate_waterplane_t *p;
7585 originalview = r_refdef.view;
7587 // make sure enough textures are allocated
7588 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7590 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7592 if (!p->texture_refraction)
7593 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7594 if (!p->texture_refraction)
7597 else if (p->materialflags & MATERIALFLAG_CAMERA)
7599 if (!p->texture_camera)
7600 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7601 if (!p->texture_camera)
7605 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7607 if (!p->texture_reflection)
7608 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7609 if (!p->texture_reflection)
7615 r_refdef.view = originalview;
7616 r_refdef.view.showdebug = false;
7617 r_refdef.view.width = r_waterstate.waterwidth;
7618 r_refdef.view.height = r_waterstate.waterheight;
7619 r_refdef.view.useclipplane = true;
7620 myview = r_refdef.view;
7621 r_waterstate.renderingscene = true;
7622 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7624 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7626 r_refdef.view = myview;
7627 // render reflected scene and copy into texture
7628 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7629 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7630 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7631 r_refdef.view.clipplane = p->plane;
7632 // reverse the cullface settings for this render
7633 r_refdef.view.cullface_front = GL_FRONT;
7634 r_refdef.view.cullface_back = GL_BACK;
7635 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7637 r_refdef.view.usecustompvs = true;
7639 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7641 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7644 R_ResetViewRendering3D();
7645 R_ClearScreen(r_refdef.fogenabled);
7649 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);
7652 // render the normal view scene and copy into texture
7653 // (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)
7654 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7656 r_waterstate.renderingrefraction = true;
7657 r_refdef.view = myview;
7659 r_refdef.view.clipplane = p->plane;
7660 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7661 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7663 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7665 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7666 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7667 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7668 R_RenderView_UpdateViewVectors();
7669 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7672 PlaneClassify(&r_refdef.view.clipplane);
7674 R_ResetViewRendering3D();
7675 R_ClearScreen(r_refdef.fogenabled);
7679 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);
7680 r_waterstate.renderingrefraction = false;
7682 else if (p->materialflags & MATERIALFLAG_CAMERA)
7684 r_refdef.view = myview;
7686 r_refdef.view.clipplane = p->plane;
7687 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7688 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7690 r_refdef.view.width = r_waterstate.camerawidth;
7691 r_refdef.view.height = r_waterstate.cameraheight;
7692 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7693 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7695 if(p->camera_entity)
7697 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7698 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7701 // reverse the cullface settings for this render
7702 r_refdef.view.cullface_front = GL_FRONT;
7703 r_refdef.view.cullface_back = GL_BACK;
7704 // also reverse the view matrix
7705 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7706 R_RenderView_UpdateViewVectors();
7707 if(p->camera_entity)
7708 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7710 // camera needs no clipplane
7711 r_refdef.view.useclipplane = false;
7713 PlaneClassify(&r_refdef.view.clipplane);
7715 R_ResetViewRendering3D();
7716 R_ClearScreen(r_refdef.fogenabled);
7720 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7721 r_waterstate.renderingrefraction = false;
7725 r_waterstate.renderingscene = false;
7726 r_refdef.view = originalview;
7727 R_ResetViewRendering3D();
7728 R_ClearScreen(r_refdef.fogenabled);
7732 r_refdef.view = originalview;
7733 r_waterstate.renderingscene = false;
7734 Cvar_SetValueQuick(&r_water, 0);
7735 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7739 void R_Bloom_StartFrame(void)
7741 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7743 switch(vid.renderpath)
7745 case RENDERPATH_GL20:
7746 case RENDERPATH_CGGL:
7748 case RENDERPATH_GL13:
7749 case RENDERPATH_GL11:
7753 // set bloomwidth and bloomheight to the bloom resolution that will be
7754 // used (often less than the screen resolution for faster rendering)
7755 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7756 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7757 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7758 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7759 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7761 // calculate desired texture sizes
7762 if (vid.support.arb_texture_non_power_of_two)
7764 screentexturewidth = r_refdef.view.width;
7765 screentextureheight = r_refdef.view.height;
7766 bloomtexturewidth = r_bloomstate.bloomwidth;
7767 bloomtextureheight = r_bloomstate.bloomheight;
7771 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7772 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7773 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7774 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7777 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))
7779 Cvar_SetValueQuick(&r_hdr, 0);
7780 Cvar_SetValueQuick(&r_bloom, 0);
7781 Cvar_SetValueQuick(&r_motionblur, 0);
7782 Cvar_SetValueQuick(&r_damageblur, 0);
7785 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)))
7786 screentexturewidth = screentextureheight = 0;
7787 if (!r_hdr.integer && !r_bloom.integer)
7788 bloomtexturewidth = bloomtextureheight = 0;
7790 // allocate textures as needed
7791 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7793 if (r_bloomstate.texture_screen)
7794 R_FreeTexture(r_bloomstate.texture_screen);
7795 r_bloomstate.texture_screen = NULL;
7796 r_bloomstate.screentexturewidth = screentexturewidth;
7797 r_bloomstate.screentextureheight = screentextureheight;
7798 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7799 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7801 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7803 if (r_bloomstate.texture_bloom)
7804 R_FreeTexture(r_bloomstate.texture_bloom);
7805 r_bloomstate.texture_bloom = NULL;
7806 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7807 r_bloomstate.bloomtextureheight = bloomtextureheight;
7808 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7809 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7812 // when doing a reduced render (HDR) we want to use a smaller area
7813 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7814 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7815 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7816 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7817 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7819 // set up a texcoord array for the full resolution screen image
7820 // (we have to keep this around to copy back during final render)
7821 r_bloomstate.screentexcoord2f[0] = 0;
7822 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7823 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7824 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7825 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7826 r_bloomstate.screentexcoord2f[5] = 0;
7827 r_bloomstate.screentexcoord2f[6] = 0;
7828 r_bloomstate.screentexcoord2f[7] = 0;
7830 // set up a texcoord array for the reduced resolution bloom image
7831 // (which will be additive blended over the screen image)
7832 r_bloomstate.bloomtexcoord2f[0] = 0;
7833 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7834 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7835 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7836 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7837 r_bloomstate.bloomtexcoord2f[5] = 0;
7838 r_bloomstate.bloomtexcoord2f[6] = 0;
7839 r_bloomstate.bloomtexcoord2f[7] = 0;
7841 if (r_hdr.integer || r_bloom.integer)
7843 r_bloomstate.enabled = true;
7844 r_bloomstate.hdr = r_hdr.integer != 0;
7847 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);
7850 void R_Bloom_CopyBloomTexture(float colorscale)
7852 r_refdef.stats.bloom++;
7854 // scale down screen texture to the bloom texture size
7856 R_SetViewport(&r_bloomstate.viewport);
7857 GL_BlendFunc(GL_ONE, GL_ZERO);
7858 GL_Color(colorscale, colorscale, colorscale, 1);
7859 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7860 // TODO: do boxfilter scale-down in shader?
7861 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7862 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7863 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7865 // we now have a bloom image in the framebuffer
7866 // copy it into the bloom image texture for later processing
7867 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);
7868 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7871 void R_Bloom_CopyHDRTexture(void)
7873 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);
7874 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7877 void R_Bloom_MakeTexture(void)
7880 float xoffset, yoffset, r, brighten;
7882 r_refdef.stats.bloom++;
7884 R_ResetViewRendering2D();
7886 // we have a bloom image in the framebuffer
7888 R_SetViewport(&r_bloomstate.viewport);
7890 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7893 r = bound(0, r_bloom_colorexponent.value / x, 1);
7894 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7896 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7897 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7898 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7899 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7901 // copy the vertically blurred bloom view to a texture
7902 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);
7903 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7906 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7907 brighten = r_bloom_brighten.value;
7909 brighten *= r_hdr_range.value;
7910 brighten = sqrt(brighten);
7912 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7913 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7915 for (dir = 0;dir < 2;dir++)
7917 // blend on at multiple vertical offsets to achieve a vertical blur
7918 // TODO: do offset blends using GLSL
7919 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7920 GL_BlendFunc(GL_ONE, GL_ZERO);
7921 for (x = -range;x <= range;x++)
7923 if (!dir){xoffset = 0;yoffset = x;}
7924 else {xoffset = x;yoffset = 0;}
7925 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7926 yoffset /= (float)r_bloomstate.bloomtextureheight;
7927 // compute a texcoord array with the specified x and y offset
7928 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7929 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7930 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7931 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7932 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7933 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7934 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7935 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7936 // this r value looks like a 'dot' particle, fading sharply to
7937 // black at the edges
7938 // (probably not realistic but looks good enough)
7939 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7940 //r = brighten/(range*2+1);
7941 r = brighten / (range * 2 + 1);
7943 r *= (1 - x*x/(float)(range*range));
7944 GL_Color(r, r, r, 1);
7945 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7946 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7947 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7948 GL_BlendFunc(GL_ONE, GL_ONE);
7951 // copy the vertically blurred bloom view to a texture
7952 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);
7953 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7956 // apply subtract last
7957 // (just like it would be in a GLSL shader)
7958 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7960 GL_BlendFunc(GL_ONE, GL_ZERO);
7962 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7963 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7964 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7965 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7967 GL_BlendFunc(GL_ONE, GL_ONE);
7968 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7969 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7970 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7971 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7972 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7973 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7974 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7976 // copy the darkened bloom view to a texture
7977 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);
7978 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7982 void R_HDR_RenderBloomTexture(void)
7984 int oldwidth, oldheight;
7985 float oldcolorscale;
7987 oldcolorscale = r_refdef.view.colorscale;
7988 oldwidth = r_refdef.view.width;
7989 oldheight = r_refdef.view.height;
7990 r_refdef.view.width = r_bloomstate.bloomwidth;
7991 r_refdef.view.height = r_bloomstate.bloomheight;
7993 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7994 // TODO: add exposure compensation features
7995 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7997 r_refdef.view.showdebug = false;
7998 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8000 R_ResetViewRendering3D();
8002 R_ClearScreen(r_refdef.fogenabled);
8003 if (r_timereport_active)
8004 R_TimeReport("HDRclear");
8007 if (r_timereport_active)
8008 R_TimeReport("visibility");
8010 // only do secondary renders with HDR if r_hdr is 2 or higher
8011 r_waterstate.numwaterplanes = 0;
8012 if (r_waterstate.enabled && r_hdr.integer >= 2)
8013 R_RenderWaterPlanes();
8015 r_refdef.view.showdebug = true;
8017 r_waterstate.numwaterplanes = 0;
8019 R_ResetViewRendering2D();
8021 R_Bloom_CopyHDRTexture();
8022 R_Bloom_MakeTexture();
8024 // restore the view settings
8025 r_refdef.view.width = oldwidth;
8026 r_refdef.view.height = oldheight;
8027 r_refdef.view.colorscale = oldcolorscale;
8029 R_ResetViewRendering3D();
8031 R_ClearScreen(r_refdef.fogenabled);
8032 if (r_timereport_active)
8033 R_TimeReport("viewclear");
8036 static void R_BlendView(void)
8038 unsigned int permutation;
8039 float uservecs[4][4];
8041 switch (vid.renderpath)
8043 case RENDERPATH_GL20:
8044 case RENDERPATH_CGGL:
8046 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8047 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8048 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8049 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8050 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8052 if (r_bloomstate.texture_screen)
8054 // make sure the buffer is available
8055 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8057 R_ResetViewRendering2D();
8059 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8061 // declare variables
8063 static float avgspeed;
8065 speed = VectorLength(cl.movement_velocity);
8067 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8068 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8070 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8071 speed = bound(0, speed, 1);
8072 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8074 // calculate values into a standard alpha
8075 cl.motionbluralpha = 1 - exp(-
8077 (r_motionblur.value * speed / 80)
8079 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8082 max(0.0001, cl.time - cl.oldtime) // fps independent
8085 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8086 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8088 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8090 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8091 GL_Color(1, 1, 1, cl.motionbluralpha);
8092 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8093 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8094 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8095 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8099 // copy view into the screen texture
8100 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);
8101 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8103 else if (!r_bloomstate.texture_bloom)
8105 // we may still have to do view tint...
8106 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8108 // apply a color tint to the whole view
8109 R_ResetViewRendering2D();
8110 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8111 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8112 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8114 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8116 break; // no screen processing, no bloom, skip it
8119 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8121 // render simple bloom effect
8122 // copy the screen and shrink it and darken it for the bloom process
8123 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8124 // make the bloom texture
8125 R_Bloom_MakeTexture();
8128 #if _MSC_VER >= 1400
8129 #define sscanf sscanf_s
8131 memset(uservecs, 0, sizeof(uservecs));
8132 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8133 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8134 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8135 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8137 R_ResetViewRendering2D();
8138 GL_Color(1, 1, 1, 1);
8139 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8140 GL_BlendFunc(GL_ONE, GL_ZERO);
8142 switch(vid.renderpath)
8144 case RENDERPATH_GL20:
8145 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8146 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8147 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8148 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8149 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]);
8150 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8151 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]);
8152 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]);
8153 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]);
8154 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]);
8155 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8156 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8158 case RENDERPATH_CGGL:
8160 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8161 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8162 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8163 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8164 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
8165 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8166 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
8167 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
8168 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
8169 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
8170 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8171 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8178 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8180 case RENDERPATH_GL13:
8181 case RENDERPATH_GL11:
8182 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8184 // apply a color tint to the whole view
8185 R_ResetViewRendering2D();
8186 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8187 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8188 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8189 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8190 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8196 matrix4x4_t r_waterscrollmatrix;
8198 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8200 if (r_refdef.fog_density)
8202 r_refdef.fogcolor[0] = r_refdef.fog_red;
8203 r_refdef.fogcolor[1] = r_refdef.fog_green;
8204 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8206 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8207 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8208 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8209 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8213 VectorCopy(r_refdef.fogcolor, fogvec);
8214 // color.rgb *= ContrastBoost * SceneBrightness;
8215 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8216 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8217 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8218 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8223 void R_UpdateVariables(void)
8227 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8229 r_refdef.farclip = r_farclip_base.value;
8230 if (r_refdef.scene.worldmodel)
8231 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8232 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8234 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8235 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8236 r_refdef.polygonfactor = 0;
8237 r_refdef.polygonoffset = 0;
8238 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8239 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8241 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8242 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8243 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8244 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8245 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8246 if (r_showsurfaces.integer)
8248 r_refdef.scene.rtworld = false;
8249 r_refdef.scene.rtworldshadows = false;
8250 r_refdef.scene.rtdlight = false;
8251 r_refdef.scene.rtdlightshadows = false;
8252 r_refdef.lightmapintensity = 0;
8255 if (gamemode == GAME_NEHAHRA)
8257 if (gl_fogenable.integer)
8259 r_refdef.oldgl_fogenable = true;
8260 r_refdef.fog_density = gl_fogdensity.value;
8261 r_refdef.fog_red = gl_fogred.value;
8262 r_refdef.fog_green = gl_foggreen.value;
8263 r_refdef.fog_blue = gl_fogblue.value;
8264 r_refdef.fog_alpha = 1;
8265 r_refdef.fog_start = 0;
8266 r_refdef.fog_end = gl_skyclip.value;
8267 r_refdef.fog_height = 1<<30;
8268 r_refdef.fog_fadedepth = 128;
8270 else if (r_refdef.oldgl_fogenable)
8272 r_refdef.oldgl_fogenable = false;
8273 r_refdef.fog_density = 0;
8274 r_refdef.fog_red = 0;
8275 r_refdef.fog_green = 0;
8276 r_refdef.fog_blue = 0;
8277 r_refdef.fog_alpha = 0;
8278 r_refdef.fog_start = 0;
8279 r_refdef.fog_end = 0;
8280 r_refdef.fog_height = 1<<30;
8281 r_refdef.fog_fadedepth = 128;
8285 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8286 r_refdef.fog_start = max(0, r_refdef.fog_start);
8287 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8289 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8291 if (r_refdef.fog_density && r_drawfog.integer)
8293 r_refdef.fogenabled = true;
8294 // this is the point where the fog reaches 0.9986 alpha, which we
8295 // consider a good enough cutoff point for the texture
8296 // (0.9986 * 256 == 255.6)
8297 if (r_fog_exp2.integer)
8298 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8300 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8301 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8302 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8303 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8304 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8305 R_BuildFogHeightTexture();
8306 // fog color was already set
8307 // update the fog texture
8308 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)
8309 R_BuildFogTexture();
8310 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8311 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8314 r_refdef.fogenabled = false;
8316 switch(vid.renderpath)
8318 case RENDERPATH_GL20:
8319 case RENDERPATH_CGGL:
8320 if(v_glslgamma.integer && !vid_gammatables_trivial)
8322 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8324 // build GLSL gamma texture
8325 #define RAMPWIDTH 256
8326 unsigned short ramp[RAMPWIDTH * 3];
8327 unsigned char rampbgr[RAMPWIDTH][4];
8330 r_texture_gammaramps_serial = vid_gammatables_serial;
8332 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8333 for(i = 0; i < RAMPWIDTH; ++i)
8335 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8337 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8340 if (r_texture_gammaramps)
8342 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8346 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8352 // remove GLSL gamma texture
8355 case RENDERPATH_GL13:
8356 case RENDERPATH_GL11:
8361 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8362 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8368 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8369 if( scenetype != r_currentscenetype ) {
8370 // store the old scenetype
8371 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8372 r_currentscenetype = scenetype;
8373 // move in the new scene
8374 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8383 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8385 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8386 if( scenetype == r_currentscenetype ) {
8387 return &r_refdef.scene;
8389 return &r_scenes_store[ scenetype ];
8398 void R_RenderView(void)
8400 if (r_timereport_active)
8401 R_TimeReport("start");
8402 r_textureframe++; // used only by R_GetCurrentTexture
8403 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8405 if (!r_drawentities.integer)
8406 r_refdef.scene.numentities = 0;
8408 R_AnimCache_ClearCache();
8409 R_FrameData_NewFrame();
8411 if (r_refdef.view.isoverlay)
8413 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8414 GL_Clear( GL_DEPTH_BUFFER_BIT );
8415 R_TimeReport("depthclear");
8417 r_refdef.view.showdebug = false;
8419 r_waterstate.enabled = false;
8420 r_waterstate.numwaterplanes = 0;
8428 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8429 return; //Host_Error ("R_RenderView: NULL worldmodel");
8431 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8433 R_RenderView_UpdateViewVectors();
8435 R_Shadow_UpdateWorldLightSelection();
8437 R_Bloom_StartFrame();
8438 R_Water_StartFrame();
8441 if (r_timereport_active)
8442 R_TimeReport("viewsetup");
8444 R_ResetViewRendering3D();
8446 if (r_refdef.view.clear || r_refdef.fogenabled)
8448 R_ClearScreen(r_refdef.fogenabled);
8449 if (r_timereport_active)
8450 R_TimeReport("viewclear");
8452 r_refdef.view.clear = true;
8454 // this produces a bloom texture to be used in R_BlendView() later
8455 if (r_hdr.integer && r_bloomstate.bloomwidth)
8457 R_HDR_RenderBloomTexture();
8458 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8459 r_textureframe++; // used only by R_GetCurrentTexture
8462 r_refdef.view.showdebug = true;
8465 if (r_timereport_active)
8466 R_TimeReport("visibility");
8468 r_waterstate.numwaterplanes = 0;
8469 if (r_waterstate.enabled)
8470 R_RenderWaterPlanes();
8473 r_waterstate.numwaterplanes = 0;
8476 if (r_timereport_active)
8477 R_TimeReport("blendview");
8479 GL_Scissor(0, 0, vid.width, vid.height);
8480 GL_ScissorTest(false);
8484 void R_RenderWaterPlanes(void)
8486 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8488 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8489 if (r_timereport_active)
8490 R_TimeReport("waterworld");
8493 // don't let sound skip if going slow
8494 if (r_refdef.scene.extraupdate)
8497 R_DrawModelsAddWaterPlanes();
8498 if (r_timereport_active)
8499 R_TimeReport("watermodels");
8501 if (r_waterstate.numwaterplanes)
8503 R_Water_ProcessPlanes();
8504 if (r_timereport_active)
8505 R_TimeReport("waterscenes");
8509 extern void R_DrawLightningBeams (void);
8510 extern void VM_CL_AddPolygonsToMeshQueue (void);
8511 extern void R_DrawPortals (void);
8512 extern cvar_t cl_locs_show;
8513 static void R_DrawLocs(void);
8514 static void R_DrawEntityBBoxes(void);
8515 static void R_DrawModelDecals(void);
8516 extern void R_DrawModelShadows(void);
8517 extern void R_DrawModelShadowMaps(void);
8518 extern cvar_t cl_decals_newsystem;
8519 extern qboolean r_shadow_usingdeferredprepass;
8520 void R_RenderScene(void)
8522 qboolean shadowmapping = false;
8524 if (r_timereport_active)
8525 R_TimeReport("beginscene");
8527 r_refdef.stats.renders++;
8531 // don't let sound skip if going slow
8532 if (r_refdef.scene.extraupdate)
8535 R_MeshQueue_BeginScene();
8539 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);
8541 if (r_timereport_active)
8542 R_TimeReport("skystartframe");
8544 if (cl.csqc_vidvars.drawworld)
8546 // don't let sound skip if going slow
8547 if (r_refdef.scene.extraupdate)
8550 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8552 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8553 if (r_timereport_active)
8554 R_TimeReport("worldsky");
8557 if (R_DrawBrushModelsSky() && r_timereport_active)
8558 R_TimeReport("bmodelsky");
8560 if (skyrendermasked && skyrenderlater)
8562 // we have to force off the water clipping plane while rendering sky
8566 if (r_timereport_active)
8567 R_TimeReport("sky");
8571 R_AnimCache_CacheVisibleEntities();
8572 if (r_timereport_active)
8573 R_TimeReport("animation");
8575 R_Shadow_PrepareLights();
8576 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8577 R_Shadow_PrepareModelShadows();
8578 if (r_timereport_active)
8579 R_TimeReport("preparelights");
8581 if (R_Shadow_ShadowMappingEnabled())
8582 shadowmapping = true;
8584 if (r_shadow_usingdeferredprepass)
8585 R_Shadow_DrawPrepass();
8587 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8589 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8590 if (r_timereport_active)
8591 R_TimeReport("worlddepth");
8593 if (r_depthfirst.integer >= 2)
8595 R_DrawModelsDepth();
8596 if (r_timereport_active)
8597 R_TimeReport("modeldepth");
8600 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8602 R_DrawModelShadowMaps();
8603 R_ResetViewRendering3D();
8604 // don't let sound skip if going slow
8605 if (r_refdef.scene.extraupdate)
8609 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8611 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8612 if (r_timereport_active)
8613 R_TimeReport("world");
8616 // don't let sound skip if going slow
8617 if (r_refdef.scene.extraupdate)
8621 if (r_timereport_active)
8622 R_TimeReport("models");
8624 // don't let sound skip if going slow
8625 if (r_refdef.scene.extraupdate)
8628 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8630 R_DrawModelShadows();
8631 R_ResetViewRendering3D();
8632 // don't let sound skip if going slow
8633 if (r_refdef.scene.extraupdate)
8637 if (!r_shadow_usingdeferredprepass)
8639 R_Shadow_DrawLights();
8640 if (r_timereport_active)
8641 R_TimeReport("rtlights");
8644 // don't let sound skip if going slow
8645 if (r_refdef.scene.extraupdate)
8648 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8650 R_DrawModelShadows();
8651 R_ResetViewRendering3D();
8652 // don't let sound skip if going slow
8653 if (r_refdef.scene.extraupdate)
8657 if (cl.csqc_vidvars.drawworld)
8659 if (cl_decals_newsystem.integer)
8661 R_DrawModelDecals();
8662 if (r_timereport_active)
8663 R_TimeReport("modeldecals");
8668 if (r_timereport_active)
8669 R_TimeReport("decals");
8673 if (r_timereport_active)
8674 R_TimeReport("particles");
8677 if (r_timereport_active)
8678 R_TimeReport("explosions");
8680 R_DrawLightningBeams();
8681 if (r_timereport_active)
8682 R_TimeReport("lightning");
8685 VM_CL_AddPolygonsToMeshQueue();
8687 if (r_refdef.view.showdebug)
8689 if (cl_locs_show.integer)
8692 if (r_timereport_active)
8693 R_TimeReport("showlocs");
8696 if (r_drawportals.integer)
8699 if (r_timereport_active)
8700 R_TimeReport("portals");
8703 if (r_showbboxes.value > 0)
8705 R_DrawEntityBBoxes();
8706 if (r_timereport_active)
8707 R_TimeReport("bboxes");
8711 R_MeshQueue_RenderTransparent();
8712 if (r_timereport_active)
8713 R_TimeReport("drawtrans");
8715 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))
8717 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8718 if (r_timereport_active)
8719 R_TimeReport("worlddebug");
8720 R_DrawModelsDebug();
8721 if (r_timereport_active)
8722 R_TimeReport("modeldebug");
8725 if (cl.csqc_vidvars.drawworld)
8727 R_Shadow_DrawCoronas();
8728 if (r_timereport_active)
8729 R_TimeReport("coronas");
8732 // don't let sound skip if going slow
8733 if (r_refdef.scene.extraupdate)
8736 R_ResetViewRendering2D();
8739 static const unsigned short bboxelements[36] =
8749 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8752 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8754 RSurf_ActiveWorldEntity();
8756 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8757 GL_DepthMask(false);
8758 GL_DepthRange(0, 1);
8759 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8760 R_Mesh_ResetTextureState();
8762 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8763 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8764 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8765 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8766 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8767 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8768 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8769 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8770 R_FillColors(color4f, 8, cr, cg, cb, ca);
8771 if (r_refdef.fogenabled)
8773 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8775 f1 = RSurf_FogVertex(v);
8777 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8778 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8779 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8782 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8783 R_Mesh_ResetTextureState();
8784 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8785 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8788 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8792 prvm_edict_t *edict;
8793 prvm_prog_t *prog_save = prog;
8795 // this function draws bounding boxes of server entities
8799 GL_CullFace(GL_NONE);
8800 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8804 for (i = 0;i < numsurfaces;i++)
8806 edict = PRVM_EDICT_NUM(surfacelist[i]);
8807 switch ((int)edict->fields.server->solid)
8809 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8810 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8811 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8812 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8813 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8814 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8816 color[3] *= r_showbboxes.value;
8817 color[3] = bound(0, color[3], 1);
8818 GL_DepthTest(!r_showdisabledepthtest.integer);
8819 GL_CullFace(r_refdef.view.cullface_front);
8820 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8826 static void R_DrawEntityBBoxes(void)
8829 prvm_edict_t *edict;
8831 prvm_prog_t *prog_save = prog;
8833 // this function draws bounding boxes of server entities
8839 for (i = 0;i < prog->num_edicts;i++)
8841 edict = PRVM_EDICT_NUM(i);
8842 if (edict->priv.server->free)
8844 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8845 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8847 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8849 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8850 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8856 static const int nomodelelement3i[24] =
8868 static const unsigned short nomodelelement3s[24] =
8880 static const float nomodelvertex3f[6*3] =
8890 static const float nomodelcolor4f[6*4] =
8892 0.0f, 0.0f, 0.5f, 1.0f,
8893 0.0f, 0.0f, 0.5f, 1.0f,
8894 0.0f, 0.5f, 0.0f, 1.0f,
8895 0.0f, 0.5f, 0.0f, 1.0f,
8896 0.5f, 0.0f, 0.0f, 1.0f,
8897 0.5f, 0.0f, 0.0f, 1.0f
8900 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8906 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);
8908 // this is only called once per entity so numsurfaces is always 1, and
8909 // surfacelist is always {0}, so this code does not handle batches
8911 if (rsurface.ent_flags & RENDER_ADDITIVE)
8913 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8914 GL_DepthMask(false);
8916 else if (rsurface.colormod[3] < 1)
8918 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8919 GL_DepthMask(false);
8923 GL_BlendFunc(GL_ONE, GL_ZERO);
8926 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8927 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8928 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8929 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8930 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8931 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8932 for (i = 0, c = color4f;i < 6;i++, c += 4)
8934 c[0] *= rsurface.colormod[0];
8935 c[1] *= rsurface.colormod[1];
8936 c[2] *= rsurface.colormod[2];
8937 c[3] *= rsurface.colormod[3];
8939 if (r_refdef.fogenabled)
8941 for (i = 0, c = color4f;i < 6;i++, c += 4)
8943 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8945 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8946 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8947 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8950 R_Mesh_ResetTextureState();
8951 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8952 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8955 void R_DrawNoModel(entity_render_t *ent)
8958 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8959 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8960 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8962 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8965 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8967 vec3_t right1, right2, diff, normal;
8969 VectorSubtract (org2, org1, normal);
8971 // calculate 'right' vector for start
8972 VectorSubtract (r_refdef.view.origin, org1, diff);
8973 CrossProduct (normal, diff, right1);
8974 VectorNormalize (right1);
8976 // calculate 'right' vector for end
8977 VectorSubtract (r_refdef.view.origin, org2, diff);
8978 CrossProduct (normal, diff, right2);
8979 VectorNormalize (right2);
8981 vert[ 0] = org1[0] + width * right1[0];
8982 vert[ 1] = org1[1] + width * right1[1];
8983 vert[ 2] = org1[2] + width * right1[2];
8984 vert[ 3] = org1[0] - width * right1[0];
8985 vert[ 4] = org1[1] - width * right1[1];
8986 vert[ 5] = org1[2] - width * right1[2];
8987 vert[ 6] = org2[0] - width * right2[0];
8988 vert[ 7] = org2[1] - width * right2[1];
8989 vert[ 8] = org2[2] - width * right2[2];
8990 vert[ 9] = org2[0] + width * right2[0];
8991 vert[10] = org2[1] + width * right2[1];
8992 vert[11] = org2[2] + width * right2[2];
8995 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)
8997 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8998 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8999 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9000 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9001 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9002 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9003 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9004 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9005 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9006 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9007 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9008 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9011 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9016 VectorSet(v, x, y, z);
9017 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9018 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9020 if (i == mesh->numvertices)
9022 if (mesh->numvertices < mesh->maxvertices)
9024 VectorCopy(v, vertex3f);
9025 mesh->numvertices++;
9027 return mesh->numvertices;
9033 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9037 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9039 e = mesh->element3i + mesh->numtriangles * 3;
9040 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9042 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9043 if (mesh->numtriangles < mesh->maxtriangles)
9048 mesh->numtriangles++;
9050 element[1] = element[2];
9054 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9058 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9060 e = mesh->element3i + mesh->numtriangles * 3;
9061 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9063 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9064 if (mesh->numtriangles < mesh->maxtriangles)
9069 mesh->numtriangles++;
9071 element[1] = element[2];
9075 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9076 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9078 int planenum, planenum2;
9081 mplane_t *plane, *plane2;
9083 double temppoints[2][256*3];
9084 // figure out how large a bounding box we need to properly compute this brush
9086 for (w = 0;w < numplanes;w++)
9087 maxdist = max(maxdist, fabs(planes[w].dist));
9088 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9089 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9090 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9094 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9095 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9097 if (planenum2 == planenum)
9099 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);
9102 if (tempnumpoints < 3)
9104 // generate elements forming a triangle fan for this polygon
9105 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9109 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)
9111 texturelayer_t *layer;
9112 layer = t->currentlayers + t->currentnumlayers++;
9114 layer->depthmask = depthmask;
9115 layer->blendfunc1 = blendfunc1;
9116 layer->blendfunc2 = blendfunc2;
9117 layer->texture = texture;
9118 layer->texmatrix = *matrix;
9119 layer->color[0] = r;
9120 layer->color[1] = g;
9121 layer->color[2] = b;
9122 layer->color[3] = a;
9125 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9127 if(parms[0] == 0 && parms[1] == 0)
9129 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9130 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9135 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9138 index = parms[2] + r_refdef.scene.time * parms[3];
9139 index -= floor(index);
9140 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9143 case Q3WAVEFUNC_NONE:
9144 case Q3WAVEFUNC_NOISE:
9145 case Q3WAVEFUNC_COUNT:
9148 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9149 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9150 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9151 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9152 case Q3WAVEFUNC_TRIANGLE:
9154 f = index - floor(index);
9165 f = parms[0] + parms[1] * f;
9166 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9167 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9171 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9176 matrix4x4_t matrix, temp;
9177 switch(tcmod->tcmod)
9181 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9182 matrix = r_waterscrollmatrix;
9184 matrix = identitymatrix;
9186 case Q3TCMOD_ENTITYTRANSLATE:
9187 // this is used in Q3 to allow the gamecode to control texcoord
9188 // scrolling on the entity, which is not supported in darkplaces yet.
9189 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9191 case Q3TCMOD_ROTATE:
9192 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9193 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9194 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9197 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9199 case Q3TCMOD_SCROLL:
9200 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9202 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9203 w = (int) tcmod->parms[0];
9204 h = (int) tcmod->parms[1];
9205 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9207 idx = (int) floor(f * w * h);
9208 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9210 case Q3TCMOD_STRETCH:
9211 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9212 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9214 case Q3TCMOD_TRANSFORM:
9215 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9216 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9217 VectorSet(tcmat + 6, 0 , 0 , 1);
9218 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9219 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9221 case Q3TCMOD_TURBULENT:
9222 // this is handled in the RSurf_PrepareVertices function
9223 matrix = identitymatrix;
9227 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9230 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9232 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9233 char name[MAX_QPATH];
9234 skinframe_t *skinframe;
9235 unsigned char pixels[296*194];
9236 strlcpy(cache->name, skinname, sizeof(cache->name));
9237 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9238 if (developer_loading.integer)
9239 Con_Printf("loading %s\n", name);
9240 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9241 if (!skinframe || !skinframe->base)
9244 fs_offset_t filesize;
9246 f = FS_LoadFile(name, tempmempool, true, &filesize);
9249 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9250 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9254 cache->skinframe = skinframe;
9257 texture_t *R_GetCurrentTexture(texture_t *t)
9260 const entity_render_t *ent = rsurface.entity;
9261 dp_model_t *model = ent->model;
9262 q3shaderinfo_layer_tcmod_t *tcmod;
9264 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9265 return t->currentframe;
9266 t->update_lastrenderframe = r_textureframe;
9267 t->update_lastrenderentity = (void *)ent;
9269 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9270 t->camera_entity = ent->entitynumber;
9272 t->camera_entity = 0;
9274 // switch to an alternate material if this is a q1bsp animated material
9276 texture_t *texture = t;
9277 int s = rsurface.ent_skinnum;
9278 if ((unsigned int)s >= (unsigned int)model->numskins)
9280 if (model->skinscenes)
9282 if (model->skinscenes[s].framecount > 1)
9283 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9285 s = model->skinscenes[s].firstframe;
9288 t = t + s * model->num_surfaces;
9291 // use an alternate animation if the entity's frame is not 0,
9292 // and only if the texture has an alternate animation
9293 if (rsurface.ent_alttextures && t->anim_total[1])
9294 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9296 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9298 texture->currentframe = t;
9301 // update currentskinframe to be a qw skin or animation frame
9302 if (rsurface.ent_qwskin >= 0)
9304 i = rsurface.ent_qwskin;
9305 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9307 r_qwskincache_size = cl.maxclients;
9309 Mem_Free(r_qwskincache);
9310 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9312 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9313 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9314 t->currentskinframe = r_qwskincache[i].skinframe;
9315 if (t->currentskinframe == NULL)
9316 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9318 else if (t->numskinframes >= 2)
9319 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9320 if (t->backgroundnumskinframes >= 2)
9321 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9323 t->currentmaterialflags = t->basematerialflags;
9324 t->currentalpha = rsurface.colormod[3];
9325 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9326 t->currentalpha *= r_wateralpha.value;
9327 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9328 t->currentalpha *= t->r_water_wateralpha;
9329 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9330 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9331 if (!(rsurface.ent_flags & RENDER_LIGHT))
9332 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9333 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9335 // pick a model lighting mode
9336 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9337 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9339 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9341 if (rsurface.ent_flags & RENDER_ADDITIVE)
9342 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9343 else if (t->currentalpha < 1)
9344 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9345 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9346 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9347 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9348 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9349 if (t->backgroundnumskinframes)
9350 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9351 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9353 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9354 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9357 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9358 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9359 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9361 // there is no tcmod
9362 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9364 t->currenttexmatrix = r_waterscrollmatrix;
9365 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9367 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9369 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9370 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9373 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9374 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9375 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9376 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9378 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9379 if (t->currentskinframe->qpixels)
9380 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9381 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9382 if (!t->basetexture)
9383 t->basetexture = r_texture_notexture;
9384 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9385 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9386 t->nmaptexture = t->currentskinframe->nmap;
9387 if (!t->nmaptexture)
9388 t->nmaptexture = r_texture_blanknormalmap;
9389 t->glosstexture = r_texture_black;
9390 t->glowtexture = t->currentskinframe->glow;
9391 t->fogtexture = t->currentskinframe->fog;
9392 t->reflectmasktexture = t->currentskinframe->reflect;
9393 if (t->backgroundnumskinframes)
9395 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9396 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9397 t->backgroundglosstexture = r_texture_black;
9398 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9399 if (!t->backgroundnmaptexture)
9400 t->backgroundnmaptexture = r_texture_blanknormalmap;
9404 t->backgroundbasetexture = r_texture_white;
9405 t->backgroundnmaptexture = r_texture_blanknormalmap;
9406 t->backgroundglosstexture = r_texture_black;
9407 t->backgroundglowtexture = NULL;
9409 t->specularpower = r_shadow_glossexponent.value;
9410 // TODO: store reference values for these in the texture?
9411 t->specularscale = 0;
9412 if (r_shadow_gloss.integer > 0)
9414 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9416 if (r_shadow_glossintensity.value > 0)
9418 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9419 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9420 t->specularscale = r_shadow_glossintensity.value;
9423 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9425 t->glosstexture = r_texture_white;
9426 t->backgroundglosstexture = r_texture_white;
9427 t->specularscale = r_shadow_gloss2intensity.value;
9428 t->specularpower = r_shadow_gloss2exponent.value;
9431 t->specularscale *= t->specularscalemod;
9432 t->specularpower *= t->specularpowermod;
9434 // lightmaps mode looks bad with dlights using actual texturing, so turn
9435 // off the colormap and glossmap, but leave the normalmap on as it still
9436 // accurately represents the shading involved
9437 if (gl_lightmaps.integer)
9439 t->basetexture = r_texture_grey128;
9440 t->pantstexture = r_texture_black;
9441 t->shirttexture = r_texture_black;
9442 t->nmaptexture = r_texture_blanknormalmap;
9443 t->glosstexture = r_texture_black;
9444 t->glowtexture = NULL;
9445 t->fogtexture = NULL;
9446 t->reflectmasktexture = NULL;
9447 t->backgroundbasetexture = NULL;
9448 t->backgroundnmaptexture = r_texture_blanknormalmap;
9449 t->backgroundglosstexture = r_texture_black;
9450 t->backgroundglowtexture = NULL;
9451 t->specularscale = 0;
9452 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9455 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9456 VectorClear(t->dlightcolor);
9457 t->currentnumlayers = 0;
9458 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9460 int blendfunc1, blendfunc2;
9462 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9464 blendfunc1 = GL_SRC_ALPHA;
9465 blendfunc2 = GL_ONE;
9467 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9469 blendfunc1 = GL_SRC_ALPHA;
9470 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9472 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9474 blendfunc1 = t->customblendfunc[0];
9475 blendfunc2 = t->customblendfunc[1];
9479 blendfunc1 = GL_ONE;
9480 blendfunc2 = GL_ZERO;
9482 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9483 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9485 // fullbright is not affected by r_refdef.lightmapintensity
9486 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]);
9487 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9488 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]);
9489 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9490 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]);
9494 vec3_t ambientcolor;
9496 // set the color tint used for lights affecting this surface
9497 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9499 // q3bsp has no lightmap updates, so the lightstylevalue that
9500 // would normally be baked into the lightmap must be
9501 // applied to the color
9502 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9503 if (model->type == mod_brushq3)
9504 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9505 colorscale *= r_refdef.lightmapintensity;
9506 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9507 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9508 // basic lit geometry
9509 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]);
9510 // add pants/shirt if needed
9511 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9512 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]);
9513 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9514 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]);
9515 // now add ambient passes if needed
9516 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9518 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]);
9519 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9520 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]);
9521 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9522 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]);
9525 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9526 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]);
9527 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9529 // if this is opaque use alpha blend which will darken the earlier
9532 // if this is an alpha blended material, all the earlier passes
9533 // were darkened by fog already, so we only need to add the fog
9534 // color ontop through the fog mask texture
9536 // if this is an additive blended material, all the earlier passes
9537 // were darkened by fog already, and we should not add fog color
9538 // (because the background was not darkened, there is no fog color
9539 // that was lost behind it).
9540 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]);
9544 return t->currentframe;
9547 rsurfacestate_t rsurface;
9549 void R_Mesh_ResizeArrays(int newvertices)
9551 unsigned char *base;
9553 if (rsurface.array_size >= newvertices)
9555 if (rsurface.array_base)
9556 Mem_Free(rsurface.array_base);
9557 rsurface.array_size = (newvertices + 1023) & ~1023;
9559 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9560 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9561 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9562 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9563 size += rsurface.array_size * sizeof(float[3]);
9564 size += rsurface.array_size * sizeof(float[3]);
9565 size += rsurface.array_size * sizeof(float[3]);
9566 size += rsurface.array_size * sizeof(float[3]);
9567 size += rsurface.array_size * sizeof(float[3]);
9568 size += rsurface.array_size * sizeof(float[3]);
9569 size += rsurface.array_size * sizeof(float[3]);
9570 size += rsurface.array_size * sizeof(float[3]);
9571 size += rsurface.array_size * sizeof(float[4]);
9572 size += rsurface.array_size * sizeof(float[2]);
9573 size += rsurface.array_size * sizeof(float[2]);
9574 size += rsurface.array_size * sizeof(float[4]);
9575 size += rsurface.array_size * sizeof(int[3]);
9576 size += rsurface.array_size * sizeof(unsigned short[3]);
9577 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9578 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9579 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9580 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9581 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9582 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9583 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9584 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9585 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9586 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9587 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9588 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9589 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9590 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9591 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9592 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9593 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9594 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9595 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9598 void RSurf_ActiveWorldEntity(void)
9600 dp_model_t *model = r_refdef.scene.worldmodel;
9601 //if (rsurface.entity == r_refdef.scene.worldentity)
9603 rsurface.entity = r_refdef.scene.worldentity;
9604 rsurface.skeleton = NULL;
9605 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9606 rsurface.ent_skinnum = 0;
9607 rsurface.ent_qwskin = -1;
9608 rsurface.ent_shadertime = 0;
9609 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9610 if (rsurface.array_size < model->surfmesh.num_vertices)
9611 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9612 rsurface.matrix = identitymatrix;
9613 rsurface.inversematrix = identitymatrix;
9614 rsurface.matrixscale = 1;
9615 rsurface.inversematrixscale = 1;
9616 R_EntityMatrix(&identitymatrix);
9617 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9618 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9619 rsurface.fograngerecip = r_refdef.fograngerecip;
9620 rsurface.fogheightfade = r_refdef.fogheightfade;
9621 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9622 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9623 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9624 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9625 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9626 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9627 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9628 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9629 rsurface.colormod[3] = 1;
9630 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);
9631 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9632 rsurface.frameblend[0].lerp = 1;
9633 rsurface.ent_alttextures = false;
9634 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9635 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9636 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9637 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9638 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9639 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9640 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9642 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9643 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9644 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9645 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9646 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9647 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9648 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9649 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9650 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9651 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9652 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9653 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9654 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9655 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9656 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9657 rsurface.modelelement3i = model->surfmesh.data_element3i;
9658 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9659 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9660 rsurface.modelelement3s = model->surfmesh.data_element3s;
9661 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9662 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9663 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9664 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9665 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9666 rsurface.modelsurfaces = model->data_surfaces;
9667 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9668 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9669 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9670 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9671 rsurface.modelgeneratedvertex = false;
9672 rsurface.batchgeneratedvertex = false;
9673 rsurface.batchfirstvertex = 0;
9674 rsurface.batchnumvertices = 0;
9675 rsurface.batchfirsttriangle = 0;
9676 rsurface.batchnumtriangles = 0;
9677 rsurface.batchvertex3f = NULL;
9678 rsurface.batchvertex3f_vertexbuffer = NULL;
9679 rsurface.batchvertex3f_bufferoffset = 0;
9680 rsurface.batchsvector3f = NULL;
9681 rsurface.batchsvector3f_vertexbuffer = NULL;
9682 rsurface.batchsvector3f_bufferoffset = 0;
9683 rsurface.batchtvector3f = NULL;
9684 rsurface.batchtvector3f_vertexbuffer = NULL;
9685 rsurface.batchtvector3f_bufferoffset = 0;
9686 rsurface.batchnormal3f = NULL;
9687 rsurface.batchnormal3f_vertexbuffer = NULL;
9688 rsurface.batchnormal3f_bufferoffset = 0;
9689 rsurface.batchlightmapcolor4f = NULL;
9690 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9691 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9692 rsurface.batchtexcoordtexture2f = NULL;
9693 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9694 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9695 rsurface.batchtexcoordlightmap2f = NULL;
9696 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9697 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9698 rsurface.batchvertexmesh = NULL;
9699 rsurface.batchvertexmeshbuffer = NULL;
9700 rsurface.batchvertexposition = NULL;
9701 rsurface.batchvertexpositionbuffer = NULL;
9702 rsurface.batchelement3i = NULL;
9703 rsurface.batchelement3i_indexbuffer = NULL;
9704 rsurface.batchelement3i_bufferoffset = 0;
9705 rsurface.batchelement3s = NULL;
9706 rsurface.batchelement3s_indexbuffer = NULL;
9707 rsurface.batchelement3s_bufferoffset = 0;
9708 rsurface.passcolor4f = NULL;
9709 rsurface.passcolor4f_vertexbuffer = NULL;
9710 rsurface.passcolor4f_bufferoffset = 0;
9713 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9715 dp_model_t *model = ent->model;
9716 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9718 rsurface.entity = (entity_render_t *)ent;
9719 rsurface.skeleton = ent->skeleton;
9720 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9721 rsurface.ent_skinnum = ent->skinnum;
9722 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;
9723 rsurface.ent_shadertime = ent->shadertime;
9724 rsurface.ent_flags = ent->flags;
9725 if (rsurface.array_size < model->surfmesh.num_vertices)
9726 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9727 rsurface.matrix = ent->matrix;
9728 rsurface.inversematrix = ent->inversematrix;
9729 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9730 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9731 R_EntityMatrix(&rsurface.matrix);
9732 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9733 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9734 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9735 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9736 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9737 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9738 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9739 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9740 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9741 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9742 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9743 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9744 rsurface.colormod[3] = ent->alpha;
9745 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9746 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9747 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9748 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9749 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9750 if (ent->model->brush.submodel && !prepass)
9752 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9753 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9755 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9757 if (ent->animcache_vertex3f && !r_framedata_failed)
9759 rsurface.modelvertex3f = ent->animcache_vertex3f;
9760 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9761 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9762 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9763 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9764 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9765 rsurface.modelvertexposition = ent->animcache_vertexposition;
9766 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9768 else if (wanttangents)
9770 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9771 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9772 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9773 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9774 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9775 rsurface.modelvertexmesh = NULL;
9776 rsurface.modelvertexmeshbuffer = NULL;
9777 rsurface.modelvertexposition = NULL;
9778 rsurface.modelvertexpositionbuffer = NULL;
9780 else if (wantnormals)
9782 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9783 rsurface.modelsvector3f = NULL;
9784 rsurface.modeltvector3f = NULL;
9785 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9786 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9787 rsurface.modelvertexmesh = NULL;
9788 rsurface.modelvertexmeshbuffer = NULL;
9789 rsurface.modelvertexposition = NULL;
9790 rsurface.modelvertexpositionbuffer = NULL;
9794 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9795 rsurface.modelsvector3f = NULL;
9796 rsurface.modeltvector3f = NULL;
9797 rsurface.modelnormal3f = NULL;
9798 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9799 rsurface.modelvertexmesh = NULL;
9800 rsurface.modelvertexmeshbuffer = NULL;
9801 rsurface.modelvertexposition = NULL;
9802 rsurface.modelvertexpositionbuffer = NULL;
9804 rsurface.modelvertex3f_vertexbuffer = 0;
9805 rsurface.modelvertex3f_bufferoffset = 0;
9806 rsurface.modelsvector3f_vertexbuffer = 0;
9807 rsurface.modelsvector3f_bufferoffset = 0;
9808 rsurface.modeltvector3f_vertexbuffer = 0;
9809 rsurface.modeltvector3f_bufferoffset = 0;
9810 rsurface.modelnormal3f_vertexbuffer = 0;
9811 rsurface.modelnormal3f_bufferoffset = 0;
9812 rsurface.modelgeneratedvertex = true;
9816 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9817 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9818 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9819 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9820 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9821 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9822 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9823 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9824 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9825 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9826 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9827 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9828 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9829 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9830 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9831 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9832 rsurface.modelgeneratedvertex = false;
9834 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9835 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9836 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9837 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9838 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9839 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9840 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9841 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9842 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9843 rsurface.modelelement3i = model->surfmesh.data_element3i;
9844 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9845 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9846 rsurface.modelelement3s = model->surfmesh.data_element3s;
9847 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9848 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9849 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9850 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9851 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9852 rsurface.modelsurfaces = model->data_surfaces;
9853 rsurface.batchgeneratedvertex = false;
9854 rsurface.batchfirstvertex = 0;
9855 rsurface.batchnumvertices = 0;
9856 rsurface.batchfirsttriangle = 0;
9857 rsurface.batchnumtriangles = 0;
9858 rsurface.batchvertex3f = NULL;
9859 rsurface.batchvertex3f_vertexbuffer = NULL;
9860 rsurface.batchvertex3f_bufferoffset = 0;
9861 rsurface.batchsvector3f = NULL;
9862 rsurface.batchsvector3f_vertexbuffer = NULL;
9863 rsurface.batchsvector3f_bufferoffset = 0;
9864 rsurface.batchtvector3f = NULL;
9865 rsurface.batchtvector3f_vertexbuffer = NULL;
9866 rsurface.batchtvector3f_bufferoffset = 0;
9867 rsurface.batchnormal3f = NULL;
9868 rsurface.batchnormal3f_vertexbuffer = NULL;
9869 rsurface.batchnormal3f_bufferoffset = 0;
9870 rsurface.batchlightmapcolor4f = NULL;
9871 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9872 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9873 rsurface.batchtexcoordtexture2f = NULL;
9874 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9875 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9876 rsurface.batchtexcoordlightmap2f = NULL;
9877 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9878 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9879 rsurface.batchvertexmesh = NULL;
9880 rsurface.batchvertexmeshbuffer = NULL;
9881 rsurface.batchvertexposition = NULL;
9882 rsurface.batchvertexpositionbuffer = NULL;
9883 rsurface.batchelement3i = NULL;
9884 rsurface.batchelement3i_indexbuffer = NULL;
9885 rsurface.batchelement3i_bufferoffset = 0;
9886 rsurface.batchelement3s = NULL;
9887 rsurface.batchelement3s_indexbuffer = NULL;
9888 rsurface.batchelement3s_bufferoffset = 0;
9889 rsurface.passcolor4f = NULL;
9890 rsurface.passcolor4f_vertexbuffer = NULL;
9891 rsurface.passcolor4f_bufferoffset = 0;
9894 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)
9898 rsurface.entity = r_refdef.scene.worldentity;
9899 rsurface.skeleton = NULL;
9900 rsurface.ent_skinnum = 0;
9901 rsurface.ent_qwskin = -1;
9902 rsurface.ent_shadertime = shadertime;
9903 rsurface.ent_flags = entflags;
9904 rsurface.modelnumvertices = numvertices;
9905 rsurface.modelnumtriangles = numtriangles;
9906 if (rsurface.array_size < rsurface.modelnumvertices)
9907 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9908 rsurface.matrix = *matrix;
9909 rsurface.inversematrix = *inversematrix;
9910 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9911 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9912 R_EntityMatrix(&rsurface.matrix);
9913 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9914 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9915 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9916 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9917 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9918 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9919 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9920 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9921 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9922 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9923 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9924 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9925 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);
9926 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9927 rsurface.frameblend[0].lerp = 1;
9928 rsurface.ent_alttextures = false;
9929 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9930 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9933 rsurface.modelvertex3f = vertex3f;
9934 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9935 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9936 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9938 else if (wantnormals)
9940 rsurface.modelvertex3f = vertex3f;
9941 rsurface.modelsvector3f = NULL;
9942 rsurface.modeltvector3f = NULL;
9943 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9947 rsurface.modelvertex3f = vertex3f;
9948 rsurface.modelsvector3f = NULL;
9949 rsurface.modeltvector3f = NULL;
9950 rsurface.modelnormal3f = NULL;
9952 rsurface.modelvertexmesh = NULL;
9953 rsurface.modelvertexmeshbuffer = NULL;
9954 rsurface.modelvertexposition = NULL;
9955 rsurface.modelvertexpositionbuffer = NULL;
9956 rsurface.modelvertex3f_vertexbuffer = 0;
9957 rsurface.modelvertex3f_bufferoffset = 0;
9958 rsurface.modelsvector3f_vertexbuffer = 0;
9959 rsurface.modelsvector3f_bufferoffset = 0;
9960 rsurface.modeltvector3f_vertexbuffer = 0;
9961 rsurface.modeltvector3f_bufferoffset = 0;
9962 rsurface.modelnormal3f_vertexbuffer = 0;
9963 rsurface.modelnormal3f_bufferoffset = 0;
9964 rsurface.modelgeneratedvertex = true;
9965 rsurface.modellightmapcolor4f = color4f;
9966 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9967 rsurface.modellightmapcolor4f_bufferoffset = 0;
9968 rsurface.modeltexcoordtexture2f = texcoord2f;
9969 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9970 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9971 rsurface.modeltexcoordlightmap2f = NULL;
9972 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9973 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9974 rsurface.modelelement3i = element3i;
9975 rsurface.modelelement3i_indexbuffer = NULL;
9976 rsurface.modelelement3i_bufferoffset = 0;
9977 rsurface.modelelement3s = element3s;
9978 rsurface.modelelement3s_indexbuffer = NULL;
9979 rsurface.modelelement3s_bufferoffset = 0;
9980 rsurface.modellightmapoffsets = NULL;
9981 rsurface.modelsurfaces = NULL;
9982 rsurface.batchgeneratedvertex = false;
9983 rsurface.batchfirstvertex = 0;
9984 rsurface.batchnumvertices = 0;
9985 rsurface.batchfirsttriangle = 0;
9986 rsurface.batchnumtriangles = 0;
9987 rsurface.batchvertex3f = NULL;
9988 rsurface.batchvertex3f_vertexbuffer = NULL;
9989 rsurface.batchvertex3f_bufferoffset = 0;
9990 rsurface.batchsvector3f = NULL;
9991 rsurface.batchsvector3f_vertexbuffer = NULL;
9992 rsurface.batchsvector3f_bufferoffset = 0;
9993 rsurface.batchtvector3f = NULL;
9994 rsurface.batchtvector3f_vertexbuffer = NULL;
9995 rsurface.batchtvector3f_bufferoffset = 0;
9996 rsurface.batchnormal3f = NULL;
9997 rsurface.batchnormal3f_vertexbuffer = NULL;
9998 rsurface.batchnormal3f_bufferoffset = 0;
9999 rsurface.batchlightmapcolor4f = NULL;
10000 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10001 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10002 rsurface.batchtexcoordtexture2f = NULL;
10003 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10004 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10005 rsurface.batchtexcoordlightmap2f = NULL;
10006 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10007 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10008 rsurface.batchvertexmesh = NULL;
10009 rsurface.batchvertexmeshbuffer = NULL;
10010 rsurface.batchvertexposition = NULL;
10011 rsurface.batchvertexpositionbuffer = NULL;
10012 rsurface.batchelement3i = NULL;
10013 rsurface.batchelement3i_indexbuffer = NULL;
10014 rsurface.batchelement3i_bufferoffset = 0;
10015 rsurface.batchelement3s = NULL;
10016 rsurface.batchelement3s_indexbuffer = NULL;
10017 rsurface.batchelement3s_bufferoffset = 0;
10018 rsurface.passcolor4f = NULL;
10019 rsurface.passcolor4f_vertexbuffer = NULL;
10020 rsurface.passcolor4f_bufferoffset = 0;
10022 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10024 if ((wantnormals || wanttangents) && !normal3f)
10026 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10027 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10029 if (wanttangents && !svector3f)
10031 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10032 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10033 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10037 // now convert arrays into vertexmesh structs
10038 for (i = 0;i < numvertices;i++)
10040 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10041 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10042 if (rsurface.modelsvector3f)
10043 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10044 if (rsurface.modeltvector3f)
10045 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10046 if (rsurface.modelnormal3f)
10047 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10048 if (rsurface.modellightmapcolor4f)
10049 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10050 if (rsurface.modeltexcoordtexture2f)
10051 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10052 if (rsurface.modeltexcoordlightmap2f)
10053 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10057 float RSurf_FogPoint(const float *v)
10059 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10060 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10061 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10062 float FogHeightFade = r_refdef.fogheightfade;
10064 unsigned int fogmasktableindex;
10065 if (r_refdef.fogplaneviewabove)
10066 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10068 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10069 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10070 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10073 float RSurf_FogVertex(const float *v)
10075 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10076 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10077 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10078 float FogHeightFade = rsurface.fogheightfade;
10080 unsigned int fogmasktableindex;
10081 if (r_refdef.fogplaneviewabove)
10082 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10084 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10085 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10086 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10089 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10092 for (i = 0;i < numelements;i++)
10093 outelement3i[i] = inelement3i[i] + adjust;
10096 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10097 extern cvar_t gl_vbo;
10098 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10106 int surfacefirsttriangle;
10107 int surfacenumtriangles;
10108 int surfacefirstvertex;
10109 int surfaceendvertex;
10110 int surfacenumvertices;
10111 int surfaceadjustvertex;
10115 qboolean dynamicvertex;
10119 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10120 float waveparms[4];
10121 q3shaderinfo_deform_t *deform;
10122 const msurface_t *surface, *firstsurface;
10123 r_vertexposition_t *vertexposition;
10124 r_vertexmesh_t *vertexmesh;
10125 if (!texturenumsurfaces)
10127 // find vertex range of this surface batch
10129 firstsurface = texturesurfacelist[0];
10130 firsttriangle = firstsurface->num_firsttriangle;
10132 firstvertex = endvertex = firstsurface->num_firstvertex;
10133 for (i = 0;i < texturenumsurfaces;i++)
10135 surface = texturesurfacelist[i];
10136 if (surface != firstsurface + i)
10138 surfacefirstvertex = surface->num_firstvertex;
10139 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10140 surfacenumtriangles = surface->num_triangles;
10141 if (firstvertex > surfacefirstvertex)
10142 firstvertex = surfacefirstvertex;
10143 if (endvertex < surfaceendvertex)
10144 endvertex = surfaceendvertex;
10145 numtriangles += surfacenumtriangles;
10150 // we now know the vertex range used, and if there are any gaps in it
10151 rsurface.batchfirstvertex = firstvertex;
10152 rsurface.batchnumvertices = endvertex - firstvertex;
10153 rsurface.batchfirsttriangle = firsttriangle;
10154 rsurface.batchnumtriangles = numtriangles;
10156 // this variable holds flags for which properties have been updated that
10157 // may require regenerating vertexmesh or vertexposition arrays...
10160 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10161 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10162 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10164 switch (deform->deform)
10167 case Q3DEFORM_PROJECTIONSHADOW:
10168 case Q3DEFORM_TEXT0:
10169 case Q3DEFORM_TEXT1:
10170 case Q3DEFORM_TEXT2:
10171 case Q3DEFORM_TEXT3:
10172 case Q3DEFORM_TEXT4:
10173 case Q3DEFORM_TEXT5:
10174 case Q3DEFORM_TEXT6:
10175 case Q3DEFORM_TEXT7:
10176 case Q3DEFORM_NONE:
10178 case Q3DEFORM_AUTOSPRITE:
10179 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10180 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10182 case Q3DEFORM_AUTOSPRITE2:
10183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10184 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10186 case Q3DEFORM_NORMAL:
10187 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10188 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10190 case Q3DEFORM_WAVE:
10191 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10192 break; // if wavefunc is a nop, ignore this transform
10193 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10194 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10196 case Q3DEFORM_BULGE:
10197 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10198 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10200 case Q3DEFORM_MOVE:
10201 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10202 break; // if wavefunc is a nop, ignore this transform
10203 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10204 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10208 switch(rsurface.texture->tcgen.tcgen)
10211 case Q3TCGEN_TEXTURE:
10213 case Q3TCGEN_LIGHTMAP:
10214 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10215 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10217 case Q3TCGEN_VECTOR:
10218 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10219 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10221 case Q3TCGEN_ENVIRONMENT:
10222 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10223 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10226 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10228 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10229 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10232 // check if any dynamic vertex processing must occur
10233 dynamicvertex = false;
10235 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10237 dynamicvertex = true;
10238 batchneed |= BATCHNEED_NOGAPS;
10239 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10242 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10244 dynamicvertex = true;
10245 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10246 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10249 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10251 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10252 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10253 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10254 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10255 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10256 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10257 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10260 // when the model data has no vertex buffer (dynamic mesh), we need to
10262 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10263 batchneed |= BATCHNEED_NOGAPS;
10265 // if needsupdate, we have to do a dynamic vertex batch for sure
10266 if (needsupdate & batchneed)
10267 dynamicvertex = true;
10269 // see if we need to build vertexmesh from arrays
10270 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10271 dynamicvertex = true;
10273 // see if we need to build vertexposition from arrays
10274 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10275 dynamicvertex = true;
10277 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10278 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10279 dynamicvertex = true;
10281 // if there is a chance of animated vertex colors, it's a dynamic batch
10282 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10283 dynamicvertex = true;
10285 rsurface.batchvertex3f = rsurface.modelvertex3f;
10286 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10287 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10288 rsurface.batchsvector3f = rsurface.modelsvector3f;
10289 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10290 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10291 rsurface.batchtvector3f = rsurface.modeltvector3f;
10292 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10293 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10294 rsurface.batchnormal3f = rsurface.modelnormal3f;
10295 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10296 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10297 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10298 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10299 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10300 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10301 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10302 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10303 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10304 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10305 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10306 rsurface.batchvertexposition = rsurface.modelvertexposition;
10307 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10308 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10309 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10310 rsurface.batchelement3i = rsurface.modelelement3i;
10311 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10312 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10313 rsurface.batchelement3s = rsurface.modelelement3s;
10314 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10315 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10317 // if any dynamic vertex processing has to occur in software, we copy the
10318 // entire surface list together before processing to rebase the vertices
10319 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10321 // if any gaps exist and we do not have a static vertex buffer, we have to
10322 // copy the surface list together to avoid wasting upload bandwidth on the
10323 // vertices in the gaps.
10325 // if gaps exist and we have a static vertex buffer, we still have to
10326 // combine the index buffer ranges into one dynamic index buffer.
10328 // in all cases we end up with data that can be drawn in one call.
10330 if (!dynamicvertex)
10332 // static vertex data, just set pointers...
10333 rsurface.batchgeneratedvertex = false;
10334 // if there are gaps, we want to build a combined index buffer,
10335 // otherwise use the original static buffer with an appropriate offset
10340 for (i = 0;i < texturenumsurfaces;i++)
10342 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10343 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10344 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10345 numtriangles += surfacenumtriangles;
10347 rsurface.batchelement3i = rsurface.array_batchelement3i;
10348 rsurface.batchelement3i_indexbuffer = NULL;
10349 rsurface.batchelement3i_bufferoffset = 0;
10350 rsurface.batchelement3s = NULL;
10351 rsurface.batchelement3s_indexbuffer = NULL;
10352 rsurface.batchelement3s_bufferoffset = 0;
10353 if (endvertex <= 65536)
10355 rsurface.batchelement3s = rsurface.array_batchelement3s;
10356 for (i = 0;i < numtriangles*3;i++)
10357 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10359 rsurface.batchfirsttriangle = firsttriangle;
10360 rsurface.batchnumtriangles = numtriangles;
10365 // something needs software processing, do it for real...
10366 // we only directly handle interleaved array data in this case...
10367 rsurface.batchgeneratedvertex = true;
10369 // now copy the vertex data into a combined array and make an index array
10370 // (this is what Quake3 does all the time)
10371 //if (gaps || rsurface.batchfirstvertex)
10373 rsurface.batchvertexposition = NULL;
10374 rsurface.batchvertexpositionbuffer = NULL;
10375 rsurface.batchvertexmesh = NULL;
10376 rsurface.batchvertexmeshbuffer = NULL;
10377 rsurface.batchvertex3f = NULL;
10378 rsurface.batchvertex3f_vertexbuffer = NULL;
10379 rsurface.batchvertex3f_bufferoffset = 0;
10380 rsurface.batchsvector3f = NULL;
10381 rsurface.batchsvector3f_vertexbuffer = NULL;
10382 rsurface.batchsvector3f_bufferoffset = 0;
10383 rsurface.batchtvector3f = NULL;
10384 rsurface.batchtvector3f_vertexbuffer = NULL;
10385 rsurface.batchtvector3f_bufferoffset = 0;
10386 rsurface.batchnormal3f = NULL;
10387 rsurface.batchnormal3f_vertexbuffer = NULL;
10388 rsurface.batchnormal3f_bufferoffset = 0;
10389 rsurface.batchlightmapcolor4f = NULL;
10390 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10391 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10392 rsurface.batchtexcoordtexture2f = NULL;
10393 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10394 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10395 rsurface.batchtexcoordlightmap2f = NULL;
10396 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10397 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10398 rsurface.batchelement3i = rsurface.array_batchelement3i;
10399 rsurface.batchelement3i_indexbuffer = NULL;
10400 rsurface.batchelement3i_bufferoffset = 0;
10401 rsurface.batchelement3s = NULL;
10402 rsurface.batchelement3s_indexbuffer = NULL;
10403 rsurface.batchelement3s_bufferoffset = 0;
10404 // we'll only be setting up certain arrays as needed
10405 if (batchneed & BATCHNEED_VERTEXPOSITION)
10406 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10407 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10408 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10409 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10410 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10411 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10412 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10413 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10415 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10416 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10418 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10419 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10420 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10421 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10422 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10423 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10426 for (i = 0;i < texturenumsurfaces;i++)
10428 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10429 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10430 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10431 surfaceadjustvertex = numvertices - surfacefirstvertex;
10432 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10433 // copy only the data requested
10434 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10435 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10436 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10437 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10438 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10440 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10441 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10442 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10443 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10444 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10446 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10447 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10449 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10450 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10451 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10452 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10453 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10454 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10456 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10457 numvertices += surfacenumvertices;
10458 numtriangles += surfacenumtriangles;
10461 // generate a 16bit index array as well if possible
10462 // (in general, dynamic batches fit)
10463 if (numvertices <= 65536)
10465 rsurface.batchelement3s = rsurface.array_batchelement3s;
10466 for (i = 0;i < numtriangles*3;i++)
10467 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10470 // since we've copied everything, the batch now starts at 0
10471 rsurface.batchfirstvertex = 0;
10472 rsurface.batchnumvertices = numvertices;
10473 rsurface.batchfirsttriangle = 0;
10474 rsurface.batchnumtriangles = numtriangles;
10477 // q1bsp surfaces rendered in vertex color mode have to have colors
10478 // calculated based on lightstyles
10479 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10481 // generate color arrays for the surfaces in this list
10485 const int *offsets;
10486 const unsigned char *lm;
10488 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10489 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10490 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10491 for (i = 0;i < texturenumsurfaces;i++)
10493 surface = texturesurfacelist[i];
10494 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10495 surfacenumvertices = surface->num_vertices;
10496 if (surface->lightmapinfo->samples)
10498 for (j = 0;j < surfacenumvertices;j++)
10500 lm = surface->lightmapinfo->samples + offsets[j];
10501 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10502 VectorScale(lm, scale, c);
10503 if (surface->lightmapinfo->styles[1] != 255)
10505 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10507 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10508 VectorMA(c, scale, lm, c);
10509 if (surface->lightmapinfo->styles[2] != 255)
10512 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10513 VectorMA(c, scale, lm, c);
10514 if (surface->lightmapinfo->styles[3] != 255)
10517 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10518 VectorMA(c, scale, lm, c);
10525 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10531 for (j = 0;j < surfacenumvertices;j++)
10533 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10540 // if vertices are deformed (sprite flares and things in maps, possibly
10541 // water waves, bulges and other deformations), modify the copied vertices
10543 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10545 switch (deform->deform)
10548 case Q3DEFORM_PROJECTIONSHADOW:
10549 case Q3DEFORM_TEXT0:
10550 case Q3DEFORM_TEXT1:
10551 case Q3DEFORM_TEXT2:
10552 case Q3DEFORM_TEXT3:
10553 case Q3DEFORM_TEXT4:
10554 case Q3DEFORM_TEXT5:
10555 case Q3DEFORM_TEXT6:
10556 case Q3DEFORM_TEXT7:
10557 case Q3DEFORM_NONE:
10559 case Q3DEFORM_AUTOSPRITE:
10560 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10561 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10562 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10563 VectorNormalize(newforward);
10564 VectorNormalize(newright);
10565 VectorNormalize(newup);
10566 // a single autosprite surface can contain multiple sprites...
10567 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10569 VectorClear(center);
10570 for (i = 0;i < 4;i++)
10571 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10572 VectorScale(center, 0.25f, center);
10573 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10574 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10575 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10576 for (i = 0;i < 4;i++)
10578 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10579 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10582 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10583 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10584 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10585 rsurface.batchvertex3f_vertexbuffer = NULL;
10586 rsurface.batchvertex3f_bufferoffset = 0;
10587 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10588 rsurface.batchsvector3f_vertexbuffer = NULL;
10589 rsurface.batchsvector3f_bufferoffset = 0;
10590 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10591 rsurface.batchtvector3f_vertexbuffer = NULL;
10592 rsurface.batchtvector3f_bufferoffset = 0;
10593 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10594 rsurface.batchnormal3f_vertexbuffer = NULL;
10595 rsurface.batchnormal3f_bufferoffset = 0;
10597 case Q3DEFORM_AUTOSPRITE2:
10598 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10599 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10600 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10601 VectorNormalize(newforward);
10602 VectorNormalize(newright);
10603 VectorNormalize(newup);
10605 const float *v1, *v2;
10615 memset(shortest, 0, sizeof(shortest));
10616 // a single autosprite surface can contain multiple sprites...
10617 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10619 VectorClear(center);
10620 for (i = 0;i < 4;i++)
10621 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10622 VectorScale(center, 0.25f, center);
10623 // find the two shortest edges, then use them to define the
10624 // axis vectors for rotating around the central axis
10625 for (i = 0;i < 6;i++)
10627 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10628 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10629 l = VectorDistance2(v1, v2);
10630 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10631 if (v1[2] != v2[2])
10632 l += (1.0f / 1024.0f);
10633 if (shortest[0].length2 > l || i == 0)
10635 shortest[1] = shortest[0];
10636 shortest[0].length2 = l;
10637 shortest[0].v1 = v1;
10638 shortest[0].v2 = v2;
10640 else if (shortest[1].length2 > l || i == 1)
10642 shortest[1].length2 = l;
10643 shortest[1].v1 = v1;
10644 shortest[1].v2 = v2;
10647 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10648 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10649 // this calculates the right vector from the shortest edge
10650 // and the up vector from the edge midpoints
10651 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10652 VectorNormalize(right);
10653 VectorSubtract(end, start, up);
10654 VectorNormalize(up);
10655 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10656 VectorSubtract(rsurface.localvieworigin, center, forward);
10657 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10658 VectorNegate(forward, forward);
10659 VectorReflect(forward, 0, up, forward);
10660 VectorNormalize(forward);
10661 CrossProduct(up, forward, newright);
10662 VectorNormalize(newright);
10663 // rotate the quad around the up axis vector, this is made
10664 // especially easy by the fact we know the quad is flat,
10665 // so we only have to subtract the center position and
10666 // measure distance along the right vector, and then
10667 // multiply that by the newright vector and add back the
10669 // we also need to subtract the old position to undo the
10670 // displacement from the center, which we do with a
10671 // DotProduct, the subtraction/addition of center is also
10672 // optimized into DotProducts here
10673 l = DotProduct(right, center);
10674 for (i = 0;i < 4;i++)
10676 v1 = rsurface.batchvertex3f + 3*(j+i);
10677 f = DotProduct(right, v1) - l;
10678 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10682 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10683 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10684 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10685 rsurface.batchvertex3f_vertexbuffer = NULL;
10686 rsurface.batchvertex3f_bufferoffset = 0;
10687 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10688 rsurface.batchsvector3f_vertexbuffer = NULL;
10689 rsurface.batchsvector3f_bufferoffset = 0;
10690 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10691 rsurface.batchtvector3f_vertexbuffer = NULL;
10692 rsurface.batchtvector3f_bufferoffset = 0;
10693 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10694 rsurface.batchnormal3f_vertexbuffer = NULL;
10695 rsurface.batchnormal3f_bufferoffset = 0;
10697 case Q3DEFORM_NORMAL:
10698 // deform the normals to make reflections wavey
10699 for (j = 0;j < rsurface.batchnumvertices;j++)
10702 float *normal = rsurface.array_batchnormal3f + 3*j;
10703 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10704 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10705 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10706 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10707 VectorNormalize(normal);
10709 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10710 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10711 rsurface.batchsvector3f_vertexbuffer = NULL;
10712 rsurface.batchsvector3f_bufferoffset = 0;
10713 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10714 rsurface.batchtvector3f_vertexbuffer = NULL;
10715 rsurface.batchtvector3f_bufferoffset = 0;
10716 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10717 rsurface.batchnormal3f_vertexbuffer = NULL;
10718 rsurface.batchnormal3f_bufferoffset = 0;
10720 case Q3DEFORM_WAVE:
10721 // deform vertex array to make wavey water and flags and such
10722 waveparms[0] = deform->waveparms[0];
10723 waveparms[1] = deform->waveparms[1];
10724 waveparms[2] = deform->waveparms[2];
10725 waveparms[3] = deform->waveparms[3];
10726 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10727 break; // if wavefunc is a nop, don't make a dynamic vertex array
10728 // this is how a divisor of vertex influence on deformation
10729 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10730 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10731 for (j = 0;j < rsurface.batchnumvertices;j++)
10733 // if the wavefunc depends on time, evaluate it per-vertex
10736 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10737 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10739 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10741 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10742 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10743 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10744 rsurface.batchvertex3f_vertexbuffer = NULL;
10745 rsurface.batchvertex3f_bufferoffset = 0;
10746 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10747 rsurface.batchsvector3f_vertexbuffer = NULL;
10748 rsurface.batchsvector3f_bufferoffset = 0;
10749 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10750 rsurface.batchtvector3f_vertexbuffer = NULL;
10751 rsurface.batchtvector3f_bufferoffset = 0;
10752 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10753 rsurface.batchnormal3f_vertexbuffer = NULL;
10754 rsurface.batchnormal3f_bufferoffset = 0;
10756 case Q3DEFORM_BULGE:
10757 // deform vertex array to make the surface have moving bulges
10758 for (j = 0;j < rsurface.batchnumvertices;j++)
10760 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10761 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10763 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10764 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10765 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10766 rsurface.batchvertex3f_vertexbuffer = NULL;
10767 rsurface.batchvertex3f_bufferoffset = 0;
10768 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10769 rsurface.batchsvector3f_vertexbuffer = NULL;
10770 rsurface.batchsvector3f_bufferoffset = 0;
10771 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10772 rsurface.batchtvector3f_vertexbuffer = NULL;
10773 rsurface.batchtvector3f_bufferoffset = 0;
10774 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10775 rsurface.batchnormal3f_vertexbuffer = NULL;
10776 rsurface.batchnormal3f_bufferoffset = 0;
10778 case Q3DEFORM_MOVE:
10779 // deform vertex array
10780 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10781 break; // if wavefunc is a nop, don't make a dynamic vertex array
10782 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10783 VectorScale(deform->parms, scale, waveparms);
10784 for (j = 0;j < rsurface.batchnumvertices;j++)
10785 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10786 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10787 rsurface.batchvertex3f_vertexbuffer = NULL;
10788 rsurface.batchvertex3f_bufferoffset = 0;
10793 // generate texcoords based on the chosen texcoord source
10794 switch(rsurface.texture->tcgen.tcgen)
10797 case Q3TCGEN_TEXTURE:
10799 case Q3TCGEN_LIGHTMAP:
10800 if (rsurface.batchtexcoordlightmap2f)
10801 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10802 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10803 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10804 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10806 case Q3TCGEN_VECTOR:
10807 for (j = 0;j < rsurface.batchnumvertices;j++)
10809 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10810 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10812 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10813 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10814 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10816 case Q3TCGEN_ENVIRONMENT:
10817 // make environment reflections using a spheremap
10818 for (j = 0;j < rsurface.batchnumvertices;j++)
10820 // identical to Q3A's method, but executed in worldspace so
10821 // carried models can be shiny too
10823 float viewer[3], d, reflected[3], worldreflected[3];
10825 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10826 // VectorNormalize(viewer);
10828 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10830 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10831 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10832 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10833 // note: this is proportinal to viewer, so we can normalize later
10835 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10836 VectorNormalize(worldreflected);
10838 // note: this sphere map only uses world x and z!
10839 // so positive and negative y will LOOK THE SAME.
10840 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10841 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10843 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10844 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10845 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10848 // the only tcmod that needs software vertex processing is turbulent, so
10849 // check for it here and apply the changes if needed
10850 // and we only support that as the first one
10851 // (handling a mixture of turbulent and other tcmods would be problematic
10852 // without punting it entirely to a software path)
10853 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10855 amplitude = rsurface.texture->tcmods[0].parms[1];
10856 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10857 for (j = 0;j < rsurface.batchnumvertices;j++)
10859 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10860 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10862 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10863 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10864 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10867 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10869 // convert the modified arrays to vertex structs
10870 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10871 rsurface.batchvertexmeshbuffer = NULL;
10872 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10873 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10874 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10875 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10876 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10877 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10878 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10880 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10882 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10883 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10886 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10887 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10888 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10889 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10890 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10891 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10892 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10893 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10894 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10897 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10899 // convert the modified arrays to vertex structs
10900 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10901 rsurface.batchvertexpositionbuffer = NULL;
10902 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10903 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10905 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10906 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10910 void RSurf_DrawBatch(void)
10912 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10915 static void RSurf_BindLightmapForBatch(void)
10917 switch(vid.renderpath)
10919 case RENDERPATH_CGGL:
10921 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10922 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10925 case RENDERPATH_GL20:
10926 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10927 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10929 case RENDERPATH_GL13:
10930 case RENDERPATH_GL11:
10931 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10936 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10938 // pick the closest matching water plane
10939 int planeindex, vertexindex, bestplaneindex = -1;
10943 r_waterstate_waterplane_t *p;
10945 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10947 if(p->camera_entity != rsurface.texture->camera_entity)
10950 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10951 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10953 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10954 d += fabs(PlaneDiff(vert, &p->plane));
10956 if (bestd > d || bestplaneindex < 0)
10959 bestplaneindex = planeindex;
10962 return bestplaneindex;
10965 static void RSurf_BindReflectionForBatch(int planeindex)
10967 // pick the closest matching water plane and bind textures
10968 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10969 switch(vid.renderpath)
10971 case RENDERPATH_CGGL:
10973 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10974 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10975 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10978 case RENDERPATH_GL20:
10979 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10980 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10981 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10983 case RENDERPATH_GL13:
10984 case RENDERPATH_GL11:
10989 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10992 for (i = 0;i < rsurface.batchnumvertices;i++)
10993 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10994 rsurface.passcolor4f = rsurface.array_passcolor4f;
10995 rsurface.passcolor4f_vertexbuffer = 0;
10996 rsurface.passcolor4f_bufferoffset = 0;
10999 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11006 if (rsurface.passcolor4f)
11008 // generate color arrays
11009 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11011 f = RSurf_FogVertex(v);
11020 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11022 f = RSurf_FogVertex(v);
11029 rsurface.passcolor4f = rsurface.array_passcolor4f;
11030 rsurface.passcolor4f_vertexbuffer = 0;
11031 rsurface.passcolor4f_bufferoffset = 0;
11034 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11041 if (!rsurface.passcolor4f)
11043 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11045 f = RSurf_FogVertex(v);
11046 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11047 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11048 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11051 rsurface.passcolor4f = rsurface.array_passcolor4f;
11052 rsurface.passcolor4f_vertexbuffer = 0;
11053 rsurface.passcolor4f_bufferoffset = 0;
11056 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11061 if (!rsurface.passcolor4f)
11063 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11070 rsurface.passcolor4f = rsurface.array_passcolor4f;
11071 rsurface.passcolor4f_vertexbuffer = 0;
11072 rsurface.passcolor4f_bufferoffset = 0;
11075 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11080 if (!rsurface.passcolor4f)
11082 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11084 c2[0] = c[0] + r_refdef.scene.ambient;
11085 c2[1] = c[1] + r_refdef.scene.ambient;
11086 c2[2] = c[2] + r_refdef.scene.ambient;
11089 rsurface.passcolor4f = rsurface.array_passcolor4f;
11090 rsurface.passcolor4f_vertexbuffer = 0;
11091 rsurface.passcolor4f_bufferoffset = 0;
11094 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11097 rsurface.passcolor4f = NULL;
11098 rsurface.passcolor4f_vertexbuffer = 0;
11099 rsurface.passcolor4f_bufferoffset = 0;
11100 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11101 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11102 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11103 GL_Color(r, g, b, a);
11104 RSurf_BindLightmapForBatch();
11108 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11110 // TODO: optimize applyfog && applycolor case
11111 // just apply fog if necessary, and tint the fog color array if necessary
11112 rsurface.passcolor4f = NULL;
11113 rsurface.passcolor4f_vertexbuffer = 0;
11114 rsurface.passcolor4f_bufferoffset = 0;
11115 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11116 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11117 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11118 GL_Color(r, g, b, a);
11122 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11125 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11126 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11127 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11128 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11129 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11130 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11131 GL_Color(r, g, b, a);
11135 static void RSurf_DrawBatch_GL11_ClampColor(void)
11140 if (!rsurface.passcolor4f)
11142 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11144 c2[0] = bound(0.0f, c1[0], 1.0f);
11145 c2[1] = bound(0.0f, c1[1], 1.0f);
11146 c2[2] = bound(0.0f, c1[2], 1.0f);
11147 c2[3] = bound(0.0f, c1[3], 1.0f);
11151 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11159 vec3_t ambientcolor;
11160 vec3_t diffusecolor;
11164 VectorCopy(rsurface.modellight_lightdir, lightdir);
11165 f = 0.5f * r_refdef.lightmapintensity;
11166 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11167 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11168 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11169 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11170 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11171 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11173 if (VectorLength2(diffusecolor) > 0)
11175 // q3-style directional shading
11176 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11178 if ((f = DotProduct(n, lightdir)) > 0)
11179 VectorMA(ambientcolor, f, diffusecolor, c);
11181 VectorCopy(ambientcolor, c);
11188 rsurface.passcolor4f = rsurface.array_passcolor4f;
11189 rsurface.passcolor4f_vertexbuffer = 0;
11190 rsurface.passcolor4f_bufferoffset = 0;
11191 *applycolor = false;
11195 *r = ambientcolor[0];
11196 *g = ambientcolor[1];
11197 *b = ambientcolor[2];
11198 rsurface.passcolor4f = NULL;
11199 rsurface.passcolor4f_vertexbuffer = 0;
11200 rsurface.passcolor4f_bufferoffset = 0;
11204 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11206 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11207 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11208 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11209 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11210 GL_Color(r, g, b, a);
11214 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11220 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11222 f = 1 - RSurf_FogVertex(v);
11230 void RSurf_SetupDepthAndCulling(void)
11232 // submodels are biased to avoid z-fighting with world surfaces that they
11233 // may be exactly overlapping (avoids z-fighting artifacts on certain
11234 // doors and things in Quake maps)
11235 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11236 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11237 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11238 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11241 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11243 // transparent sky would be ridiculous
11244 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11246 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11247 skyrenderlater = true;
11248 RSurf_SetupDepthAndCulling();
11249 GL_DepthMask(true);
11250 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11251 // skymasking on them, and Quake3 never did sky masking (unlike
11252 // software Quake and software Quake2), so disable the sky masking
11253 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11254 // and skymasking also looks very bad when noclipping outside the
11255 // level, so don't use it then either.
11256 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11258 R_Mesh_ResetTextureState();
11259 if (skyrendermasked)
11261 R_SetupShader_DepthOrShadow();
11262 // depth-only (masking)
11263 GL_ColorMask(0,0,0,0);
11264 // just to make sure that braindead drivers don't draw
11265 // anything despite that colormask...
11266 GL_BlendFunc(GL_ZERO, GL_ONE);
11267 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11268 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11272 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11274 GL_BlendFunc(GL_ONE, GL_ZERO);
11275 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11276 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11277 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11280 if (skyrendermasked)
11281 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11283 R_Mesh_ResetTextureState();
11284 GL_Color(1, 1, 1, 1);
11287 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11288 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11289 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11291 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11295 // render screenspace normalmap to texture
11296 GL_DepthMask(true);
11297 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11302 // bind lightmap texture
11304 // water/refraction/reflection/camera surfaces have to be handled specially
11305 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11307 int start, end, startplaneindex;
11308 for (start = 0;start < texturenumsurfaces;start = end)
11310 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11311 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11313 // now that we have a batch using the same planeindex, render it
11314 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11316 // render water or distortion background
11317 GL_DepthMask(true);
11318 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11319 RSurf_BindReflectionForBatch(startplaneindex);
11320 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11321 RSurf_BindLightmapForBatch();
11323 // blend surface on top
11324 GL_DepthMask(false);
11325 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11328 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11330 // render surface with reflection texture as input
11331 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11332 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11333 RSurf_BindReflectionForBatch(startplaneindex);
11334 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11335 RSurf_BindLightmapForBatch();
11342 // render surface batch normally
11343 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11344 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11345 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11346 RSurf_BindLightmapForBatch();
11350 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11352 // OpenGL 1.3 path - anything not completely ancient
11353 qboolean applycolor;
11356 const texturelayer_t *layer;
11357 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11358 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11360 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11363 int layertexrgbscale;
11364 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11366 if (layerindex == 0)
11367 GL_AlphaTest(true);
11370 GL_AlphaTest(false);
11371 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11374 GL_DepthMask(layer->depthmask && writedepth);
11375 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11376 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11378 layertexrgbscale = 4;
11379 VectorScale(layer->color, 0.25f, layercolor);
11381 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11383 layertexrgbscale = 2;
11384 VectorScale(layer->color, 0.5f, layercolor);
11388 layertexrgbscale = 1;
11389 VectorScale(layer->color, 1.0f, layercolor);
11391 layercolor[3] = layer->color[3];
11392 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11393 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11394 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11395 switch (layer->type)
11397 case TEXTURELAYERTYPE_LITTEXTURE:
11398 // single-pass lightmapped texture with 2x rgbscale
11399 R_Mesh_TexBind(0, r_texture_white);
11400 R_Mesh_TexMatrix(0, NULL);
11401 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11402 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11403 R_Mesh_TexBind(1, layer->texture);
11404 R_Mesh_TexMatrix(1, &layer->texmatrix);
11405 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11406 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11407 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11408 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11409 else if (rsurface.uselightmaptexture)
11410 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11412 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11414 case TEXTURELAYERTYPE_TEXTURE:
11415 // singletexture unlit texture with transparency support
11416 R_Mesh_TexBind(0, layer->texture);
11417 R_Mesh_TexMatrix(0, &layer->texmatrix);
11418 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11419 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11420 R_Mesh_TexBind(1, 0);
11421 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11422 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11424 case TEXTURELAYERTYPE_FOG:
11425 // singletexture fogging
11426 if (layer->texture)
11428 R_Mesh_TexBind(0, layer->texture);
11429 R_Mesh_TexMatrix(0, &layer->texmatrix);
11430 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11431 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11435 R_Mesh_TexBind(0, 0);
11436 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11438 R_Mesh_TexBind(1, 0);
11439 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11440 // generate a color array for the fog pass
11441 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11442 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11446 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11450 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11452 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11453 GL_AlphaTest(false);
11457 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11459 // OpenGL 1.1 - crusty old voodoo path
11462 const texturelayer_t *layer;
11463 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11464 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11466 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11468 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11470 if (layerindex == 0)
11471 GL_AlphaTest(true);
11474 GL_AlphaTest(false);
11475 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11478 GL_DepthMask(layer->depthmask && writedepth);
11479 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11480 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11481 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11482 switch (layer->type)
11484 case TEXTURELAYERTYPE_LITTEXTURE:
11485 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11487 // two-pass lit texture with 2x rgbscale
11488 // first the lightmap pass
11489 R_Mesh_TexBind(0, r_texture_white);
11490 R_Mesh_TexMatrix(0, NULL);
11491 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11492 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11494 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11495 else if (rsurface.uselightmaptexture)
11496 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11498 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11499 // then apply the texture to it
11500 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11501 R_Mesh_TexBind(0, layer->texture);
11502 R_Mesh_TexMatrix(0, &layer->texmatrix);
11503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11504 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11505 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11509 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11510 R_Mesh_TexBind(0, layer->texture);
11511 R_Mesh_TexMatrix(0, &layer->texmatrix);
11512 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11513 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11514 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11515 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11517 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11520 case TEXTURELAYERTYPE_TEXTURE:
11521 // singletexture unlit texture with transparency support
11522 R_Mesh_TexBind(0, layer->texture);
11523 R_Mesh_TexMatrix(0, &layer->texmatrix);
11524 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11525 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11526 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11528 case TEXTURELAYERTYPE_FOG:
11529 // singletexture fogging
11530 if (layer->texture)
11532 R_Mesh_TexBind(0, layer->texture);
11533 R_Mesh_TexMatrix(0, &layer->texmatrix);
11534 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11535 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11539 R_Mesh_TexBind(0, 0);
11540 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11542 // generate a color array for the fog pass
11543 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11544 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11548 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11554 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11555 GL_AlphaTest(false);
11559 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11563 r_vertexgeneric_t *batchvertex;
11566 GL_AlphaTest(false);
11567 R_Mesh_ResetTextureState();
11568 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11570 if(rsurface.texture && rsurface.texture->currentskinframe)
11572 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11573 c[3] *= rsurface.texture->currentalpha;
11583 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11585 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11586 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11587 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11590 // brighten it up (as texture value 127 means "unlit")
11591 c[0] *= 2 * r_refdef.view.colorscale;
11592 c[1] *= 2 * r_refdef.view.colorscale;
11593 c[2] *= 2 * r_refdef.view.colorscale;
11595 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11596 c[3] *= r_wateralpha.value;
11598 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11600 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11601 GL_DepthMask(false);
11603 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11605 GL_BlendFunc(GL_ONE, GL_ONE);
11606 GL_DepthMask(false);
11608 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11611 GL_DepthMask(false);
11613 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11615 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11616 GL_DepthMask(false);
11620 GL_BlendFunc(GL_ONE, GL_ZERO);
11621 GL_DepthMask(writedepth);
11624 if (r_showsurfaces.integer == 3)
11626 rsurface.passcolor4f = NULL;
11628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11630 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11632 rsurface.passcolor4f = NULL;
11633 rsurface.passcolor4f_vertexbuffer = 0;
11634 rsurface.passcolor4f_bufferoffset = 0;
11636 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11638 qboolean applycolor = true;
11641 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11643 r_refdef.lightmapintensity = 1;
11644 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11645 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11649 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11651 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11652 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11653 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11656 if(!rsurface.passcolor4f)
11657 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11659 RSurf_DrawBatch_GL11_ApplyAmbient();
11660 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11661 if(r_refdef.fogenabled)
11662 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11663 RSurf_DrawBatch_GL11_ClampColor();
11665 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11666 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11669 else if (!r_refdef.view.showdebug)
11671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11672 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11673 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11675 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11676 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11678 R_Mesh_PrepareVertices_Generic_Unlock();
11681 else if (r_showsurfaces.integer == 4)
11683 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11684 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11685 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11687 unsigned char c = vi << 3;
11688 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11689 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11691 R_Mesh_PrepareVertices_Generic_Unlock();
11694 else if (r_showsurfaces.integer == 2)
11697 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11698 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11699 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11701 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11702 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11703 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11704 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11705 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11706 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11707 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11709 R_Mesh_PrepareVertices_Generic_Unlock();
11710 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11714 int texturesurfaceindex;
11716 const msurface_t *surface;
11717 unsigned char surfacecolor4ub[4];
11718 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11719 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11721 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11723 surface = texturesurfacelist[texturesurfaceindex];
11724 k = (int)(((size_t)surface) / sizeof(msurface_t));
11725 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11726 for (j = 0;j < surface->num_vertices;j++)
11728 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11729 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11733 R_Mesh_PrepareVertices_Generic_Unlock();
11738 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11741 RSurf_SetupDepthAndCulling();
11742 if (r_showsurfaces.integer)
11744 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11747 switch (vid.renderpath)
11749 case RENDERPATH_GL20:
11750 case RENDERPATH_CGGL:
11751 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11753 case RENDERPATH_GL13:
11754 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11756 case RENDERPATH_GL11:
11757 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11763 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11766 RSurf_SetupDepthAndCulling();
11767 if (r_showsurfaces.integer)
11769 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11772 switch (vid.renderpath)
11774 case RENDERPATH_GL20:
11775 case RENDERPATH_CGGL:
11776 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11778 case RENDERPATH_GL13:
11779 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11781 case RENDERPATH_GL11:
11782 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11788 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11791 int texturenumsurfaces, endsurface;
11792 texture_t *texture;
11793 const msurface_t *surface;
11794 #define MAXBATCH_TRANSPARENTSURFACES 256
11795 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11797 // if the model is static it doesn't matter what value we give for
11798 // wantnormals and wanttangents, so this logic uses only rules applicable
11799 // to a model, knowing that they are meaningless otherwise
11800 if (ent == r_refdef.scene.worldentity)
11801 RSurf_ActiveWorldEntity();
11802 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11803 RSurf_ActiveModelEntity(ent, false, false, false);
11806 switch (vid.renderpath)
11808 case RENDERPATH_GL20:
11809 case RENDERPATH_CGGL:
11810 RSurf_ActiveModelEntity(ent, true, true, false);
11812 case RENDERPATH_GL13:
11813 case RENDERPATH_GL11:
11814 RSurf_ActiveModelEntity(ent, true, false, false);
11819 if (r_transparentdepthmasking.integer)
11821 qboolean setup = false;
11822 for (i = 0;i < numsurfaces;i = j)
11825 surface = rsurface.modelsurfaces + surfacelist[i];
11826 texture = surface->texture;
11827 rsurface.texture = R_GetCurrentTexture(texture);
11828 rsurface.lightmaptexture = NULL;
11829 rsurface.deluxemaptexture = NULL;
11830 rsurface.uselightmaptexture = false;
11831 // scan ahead until we find a different texture
11832 endsurface = min(i + 1024, numsurfaces);
11833 texturenumsurfaces = 0;
11834 texturesurfacelist[texturenumsurfaces++] = surface;
11835 for (;j < endsurface;j++)
11837 surface = rsurface.modelsurfaces + surfacelist[j];
11838 if (texture != surface->texture)
11840 texturesurfacelist[texturenumsurfaces++] = surface;
11842 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11844 // render the range of surfaces as depth
11848 GL_ColorMask(0,0,0,0);
11850 GL_DepthTest(true);
11851 GL_BlendFunc(GL_ONE, GL_ZERO);
11852 GL_DepthMask(true);
11853 GL_AlphaTest(false);
11854 R_Mesh_ResetTextureState();
11855 R_SetupShader_DepthOrShadow();
11857 RSurf_SetupDepthAndCulling();
11858 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11859 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11863 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11866 for (i = 0;i < numsurfaces;i = j)
11869 surface = rsurface.modelsurfaces + surfacelist[i];
11870 texture = surface->texture;
11871 rsurface.texture = R_GetCurrentTexture(texture);
11872 rsurface.lightmaptexture = surface->lightmaptexture;
11873 rsurface.deluxemaptexture = surface->deluxemaptexture;
11874 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11875 // scan ahead until we find a different texture
11876 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11877 texturenumsurfaces = 0;
11878 texturesurfacelist[texturenumsurfaces++] = surface;
11879 for (;j < endsurface;j++)
11881 surface = rsurface.modelsurfaces + surfacelist[j];
11882 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11884 texturesurfacelist[texturenumsurfaces++] = surface;
11886 // render the range of surfaces
11887 if (ent == r_refdef.scene.worldentity)
11888 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11890 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11892 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11893 GL_AlphaTest(false);
11896 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11898 // transparent surfaces get pushed off into the transparent queue
11899 int surfacelistindex;
11900 const msurface_t *surface;
11901 vec3_t tempcenter, center;
11902 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11904 surface = texturesurfacelist[surfacelistindex];
11905 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11906 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11907 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11908 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11909 if (queueentity->transparent_offset) // transparent offset
11911 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11912 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11913 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11915 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11919 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11921 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11923 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11925 RSurf_SetupDepthAndCulling();
11926 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11927 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11931 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11933 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11936 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11939 if (!rsurface.texture->currentnumlayers)
11941 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11942 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11944 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11946 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11947 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11948 else if (!rsurface.texture->currentnumlayers)
11950 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11952 // in the deferred case, transparent surfaces were queued during prepass
11953 if (!r_shadow_usingdeferredprepass)
11954 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11958 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11959 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11964 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11967 texture_t *texture;
11968 // break the surface list down into batches by texture and use of lightmapping
11969 for (i = 0;i < numsurfaces;i = j)
11972 // texture is the base texture pointer, rsurface.texture is the
11973 // current frame/skin the texture is directing us to use (for example
11974 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11975 // use skin 1 instead)
11976 texture = surfacelist[i]->texture;
11977 rsurface.texture = R_GetCurrentTexture(texture);
11978 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11979 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11980 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11981 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11983 // if this texture is not the kind we want, skip ahead to the next one
11984 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11988 // simply scan ahead until we find a different texture or lightmap state
11989 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11991 // render the range of surfaces
11992 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11996 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12000 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12003 if (!rsurface.texture->currentnumlayers)
12005 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12006 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12008 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12010 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12011 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12012 else if (!rsurface.texture->currentnumlayers)
12014 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12016 // in the deferred case, transparent surfaces were queued during prepass
12017 if (!r_shadow_usingdeferredprepass)
12018 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12022 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12023 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12028 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12031 texture_t *texture;
12032 // break the surface list down into batches by texture and use of lightmapping
12033 for (i = 0;i < numsurfaces;i = j)
12036 // texture is the base texture pointer, rsurface.texture is the
12037 // current frame/skin the texture is directing us to use (for example
12038 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12039 // use skin 1 instead)
12040 texture = surfacelist[i]->texture;
12041 rsurface.texture = R_GetCurrentTexture(texture);
12042 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12043 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12044 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12045 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12047 // if this texture is not the kind we want, skip ahead to the next one
12048 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12052 // simply scan ahead until we find a different texture or lightmap state
12053 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12055 // render the range of surfaces
12056 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12060 float locboxvertex3f[6*4*3] =
12062 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12063 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12064 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12065 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12066 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12067 1,0,0, 0,0,0, 0,1,0, 1,1,0
12070 unsigned short locboxelements[6*2*3] =
12075 12,13,14, 12,14,15,
12076 16,17,18, 16,18,19,
12080 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12083 cl_locnode_t *loc = (cl_locnode_t *)ent;
12085 float vertex3f[6*4*3];
12087 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12088 GL_DepthMask(false);
12089 GL_DepthRange(0, 1);
12090 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12091 GL_DepthTest(true);
12092 GL_CullFace(GL_NONE);
12093 R_EntityMatrix(&identitymatrix);
12095 R_Mesh_ResetTextureState();
12097 i = surfacelist[0];
12098 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12099 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12100 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12101 surfacelist[0] < 0 ? 0.5f : 0.125f);
12103 if (VectorCompare(loc->mins, loc->maxs))
12105 VectorSet(size, 2, 2, 2);
12106 VectorMA(loc->mins, -0.5f, size, mins);
12110 VectorCopy(loc->mins, mins);
12111 VectorSubtract(loc->maxs, loc->mins, size);
12114 for (i = 0;i < 6*4*3;)
12115 for (j = 0;j < 3;j++, i++)
12116 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12118 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12119 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12120 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12123 void R_DrawLocs(void)
12126 cl_locnode_t *loc, *nearestloc;
12128 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12129 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12131 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12132 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12136 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12138 if (decalsystem->decals)
12139 Mem_Free(decalsystem->decals);
12140 memset(decalsystem, 0, sizeof(*decalsystem));
12143 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)
12146 tridecal_t *decals;
12149 // expand or initialize the system
12150 if (decalsystem->maxdecals <= decalsystem->numdecals)
12152 decalsystem_t old = *decalsystem;
12153 qboolean useshortelements;
12154 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12155 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12156 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)));
12157 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12158 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12159 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12160 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12161 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12162 if (decalsystem->numdecals)
12163 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12165 Mem_Free(old.decals);
12166 for (i = 0;i < decalsystem->maxdecals*3;i++)
12167 decalsystem->element3i[i] = i;
12168 if (useshortelements)
12169 for (i = 0;i < decalsystem->maxdecals*3;i++)
12170 decalsystem->element3s[i] = i;
12173 // grab a decal and search for another free slot for the next one
12174 decals = decalsystem->decals;
12175 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12176 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12178 decalsystem->freedecal = i;
12179 if (decalsystem->numdecals <= i)
12180 decalsystem->numdecals = i + 1;
12182 // initialize the decal
12184 decal->triangleindex = triangleindex;
12185 decal->surfaceindex = surfaceindex;
12186 decal->decalsequence = decalsequence;
12187 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12188 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12189 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12190 decal->color4ub[0][3] = 255;
12191 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12192 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12193 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12194 decal->color4ub[1][3] = 255;
12195 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12196 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12197 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12198 decal->color4ub[2][3] = 255;
12199 decal->vertex3f[0][0] = v0[0];
12200 decal->vertex3f[0][1] = v0[1];
12201 decal->vertex3f[0][2] = v0[2];
12202 decal->vertex3f[1][0] = v1[0];
12203 decal->vertex3f[1][1] = v1[1];
12204 decal->vertex3f[1][2] = v1[2];
12205 decal->vertex3f[2][0] = v2[0];
12206 decal->vertex3f[2][1] = v2[1];
12207 decal->vertex3f[2][2] = v2[2];
12208 decal->texcoord2f[0][0] = t0[0];
12209 decal->texcoord2f[0][1] = t0[1];
12210 decal->texcoord2f[1][0] = t1[0];
12211 decal->texcoord2f[1][1] = t1[1];
12212 decal->texcoord2f[2][0] = t2[0];
12213 decal->texcoord2f[2][1] = t2[1];
12216 extern cvar_t cl_decals_bias;
12217 extern cvar_t cl_decals_models;
12218 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12219 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)
12221 matrix4x4_t projection;
12222 decalsystem_t *decalsystem;
12225 const float *vertex3f;
12226 const msurface_t *surface;
12227 const msurface_t *surfaces;
12228 const int *surfacelist;
12229 const texture_t *texture;
12231 int numsurfacelist;
12232 int surfacelistindex;
12239 float localorigin[3];
12240 float localnormal[3];
12241 float localmins[3];
12242 float localmaxs[3];
12248 float planes[6][4];
12250 float points[2][9][3];
12254 decalsystem = &ent->decalsystem;
12255 model = ent->model;
12256 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12258 R_DecalSystem_Reset(&ent->decalsystem);
12262 if (!model->brush.data_nodes && !cl_decals_models.integer)
12264 if (decalsystem->model)
12265 R_DecalSystem_Reset(decalsystem);
12269 if (decalsystem->model != model)
12270 R_DecalSystem_Reset(decalsystem);
12271 decalsystem->model = model;
12273 RSurf_ActiveModelEntity(ent, false, false, false);
12275 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12276 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12277 VectorNormalize(localnormal);
12278 localsize = worldsize*rsurface.inversematrixscale;
12279 localmins[0] = localorigin[0] - localsize;
12280 localmins[1] = localorigin[1] - localsize;
12281 localmins[2] = localorigin[2] - localsize;
12282 localmaxs[0] = localorigin[0] + localsize;
12283 localmaxs[1] = localorigin[1] + localsize;
12284 localmaxs[2] = localorigin[2] + localsize;
12286 //VectorCopy(localnormal, planes[4]);
12287 //VectorVectors(planes[4], planes[2], planes[0]);
12288 AnglesFromVectors(angles, localnormal, NULL, false);
12289 AngleVectors(angles, planes[0], planes[2], planes[4]);
12290 VectorNegate(planes[0], planes[1]);
12291 VectorNegate(planes[2], planes[3]);
12292 VectorNegate(planes[4], planes[5]);
12293 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12294 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12295 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12296 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12297 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12298 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12303 matrix4x4_t forwardprojection;
12304 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12305 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12310 float projectionvector[4][3];
12311 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12312 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12313 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12314 projectionvector[0][0] = planes[0][0] * ilocalsize;
12315 projectionvector[0][1] = planes[1][0] * ilocalsize;
12316 projectionvector[0][2] = planes[2][0] * ilocalsize;
12317 projectionvector[1][0] = planes[0][1] * ilocalsize;
12318 projectionvector[1][1] = planes[1][1] * ilocalsize;
12319 projectionvector[1][2] = planes[2][1] * ilocalsize;
12320 projectionvector[2][0] = planes[0][2] * ilocalsize;
12321 projectionvector[2][1] = planes[1][2] * ilocalsize;
12322 projectionvector[2][2] = planes[2][2] * ilocalsize;
12323 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12324 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12325 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12326 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12330 dynamic = model->surfmesh.isanimated;
12331 vertex3f = rsurface.modelvertex3f;
12332 numsurfacelist = model->nummodelsurfaces;
12333 surfacelist = model->sortedmodelsurfaces;
12334 surfaces = model->data_surfaces;
12335 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12337 surfaceindex = surfacelist[surfacelistindex];
12338 surface = surfaces + surfaceindex;
12339 // check cull box first because it rejects more than any other check
12340 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12342 // skip transparent surfaces
12343 texture = surface->texture;
12344 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12346 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12348 numtriangles = surface->num_triangles;
12349 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12351 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12353 index = 3*e[cornerindex];
12354 VectorCopy(vertex3f + index, v[cornerindex]);
12357 //TriangleNormal(v[0], v[1], v[2], normal);
12358 //if (DotProduct(normal, localnormal) < 0.0f)
12360 // clip by each of the box planes formed from the projection matrix
12361 // if anything survives, we emit the decal
12362 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]);
12365 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]);
12368 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]);
12371 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]);
12374 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]);
12377 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]);
12380 // some part of the triangle survived, so we have to accept it...
12383 // dynamic always uses the original triangle
12385 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12387 index = 3*e[cornerindex];
12388 VectorCopy(vertex3f + index, v[cornerindex]);
12391 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12393 // convert vertex positions to texcoords
12394 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12395 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12396 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12397 // calculate distance fade from the projection origin
12398 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12399 f = bound(0.0f, f, 1.0f);
12400 c[cornerindex][0] = r * f;
12401 c[cornerindex][1] = g * f;
12402 c[cornerindex][2] = b * f;
12403 c[cornerindex][3] = 1.0f;
12404 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12407 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);
12409 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12410 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);
12415 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12416 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)
12418 int renderentityindex;
12419 float worldmins[3];
12420 float worldmaxs[3];
12421 entity_render_t *ent;
12423 if (!cl_decals_newsystem.integer)
12426 worldmins[0] = worldorigin[0] - worldsize;
12427 worldmins[1] = worldorigin[1] - worldsize;
12428 worldmins[2] = worldorigin[2] - worldsize;
12429 worldmaxs[0] = worldorigin[0] + worldsize;
12430 worldmaxs[1] = worldorigin[1] + worldsize;
12431 worldmaxs[2] = worldorigin[2] + worldsize;
12433 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12435 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12437 ent = r_refdef.scene.entities[renderentityindex];
12438 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12441 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12445 typedef struct r_decalsystem_splatqueue_s
12447 vec3_t worldorigin;
12448 vec3_t worldnormal;
12454 r_decalsystem_splatqueue_t;
12456 int r_decalsystem_numqueued = 0;
12457 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12459 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)
12461 r_decalsystem_splatqueue_t *queue;
12463 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12466 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12467 VectorCopy(worldorigin, queue->worldorigin);
12468 VectorCopy(worldnormal, queue->worldnormal);
12469 Vector4Set(queue->color, r, g, b, a);
12470 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12471 queue->worldsize = worldsize;
12472 queue->decalsequence = cl.decalsequence++;
12475 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12478 r_decalsystem_splatqueue_t *queue;
12480 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12481 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);
12482 r_decalsystem_numqueued = 0;
12485 extern cvar_t cl_decals_max;
12486 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12489 decalsystem_t *decalsystem = &ent->decalsystem;
12496 if (!decalsystem->numdecals)
12499 if (r_showsurfaces.integer)
12502 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12504 R_DecalSystem_Reset(decalsystem);
12508 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12509 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12511 if (decalsystem->lastupdatetime)
12512 frametime = (cl.time - decalsystem->lastupdatetime);
12515 decalsystem->lastupdatetime = cl.time;
12516 decal = decalsystem->decals;
12517 numdecals = decalsystem->numdecals;
12519 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12521 if (decal->color4ub[0][3])
12523 decal->lived += frametime;
12524 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12526 memset(decal, 0, sizeof(*decal));
12527 if (decalsystem->freedecal > i)
12528 decalsystem->freedecal = i;
12532 decal = decalsystem->decals;
12533 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12536 // collapse the array by shuffling the tail decals into the gaps
12539 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12540 decalsystem->freedecal++;
12541 if (decalsystem->freedecal == numdecals)
12543 decal[decalsystem->freedecal] = decal[--numdecals];
12546 decalsystem->numdecals = numdecals;
12548 if (numdecals <= 0)
12550 // if there are no decals left, reset decalsystem
12551 R_DecalSystem_Reset(decalsystem);
12555 extern skinframe_t *decalskinframe;
12556 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12559 decalsystem_t *decalsystem = &ent->decalsystem;
12568 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12571 numdecals = decalsystem->numdecals;
12575 if (r_showsurfaces.integer)
12578 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12580 R_DecalSystem_Reset(decalsystem);
12584 // if the model is static it doesn't matter what value we give for
12585 // wantnormals and wanttangents, so this logic uses only rules applicable
12586 // to a model, knowing that they are meaningless otherwise
12587 if (ent == r_refdef.scene.worldentity)
12588 RSurf_ActiveWorldEntity();
12590 RSurf_ActiveModelEntity(ent, false, false, false);
12592 decalsystem->lastupdatetime = cl.time;
12593 decal = decalsystem->decals;
12595 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12597 // update vertex positions for animated models
12598 v3f = decalsystem->vertex3f;
12599 c4f = decalsystem->color4f;
12600 t2f = decalsystem->texcoord2f;
12601 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12603 if (!decal->color4ub[0][3])
12606 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12609 // update color values for fading decals
12610 if (decal->lived >= cl_decals_time.value)
12612 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12613 alpha *= (1.0f/255.0f);
12616 alpha = 1.0f/255.0f;
12618 c4f[ 0] = decal->color4ub[0][0] * alpha;
12619 c4f[ 1] = decal->color4ub[0][1] * alpha;
12620 c4f[ 2] = decal->color4ub[0][2] * alpha;
12622 c4f[ 4] = decal->color4ub[1][0] * alpha;
12623 c4f[ 5] = decal->color4ub[1][1] * alpha;
12624 c4f[ 6] = decal->color4ub[1][2] * alpha;
12626 c4f[ 8] = decal->color4ub[2][0] * alpha;
12627 c4f[ 9] = decal->color4ub[2][1] * alpha;
12628 c4f[10] = decal->color4ub[2][2] * alpha;
12631 t2f[0] = decal->texcoord2f[0][0];
12632 t2f[1] = decal->texcoord2f[0][1];
12633 t2f[2] = decal->texcoord2f[1][0];
12634 t2f[3] = decal->texcoord2f[1][1];
12635 t2f[4] = decal->texcoord2f[2][0];
12636 t2f[5] = decal->texcoord2f[2][1];
12638 // update vertex positions for animated models
12639 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12641 e = rsurface.modelelement3i + 3*decal->triangleindex;
12642 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12643 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12644 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12648 VectorCopy(decal->vertex3f[0], v3f);
12649 VectorCopy(decal->vertex3f[1], v3f + 3);
12650 VectorCopy(decal->vertex3f[2], v3f + 6);
12653 if (r_refdef.fogenabled)
12655 alpha = RSurf_FogVertex(v3f);
12656 VectorScale(c4f, alpha, c4f);
12657 alpha = RSurf_FogVertex(v3f + 3);
12658 VectorScale(c4f + 4, alpha, c4f + 4);
12659 alpha = RSurf_FogVertex(v3f + 6);
12660 VectorScale(c4f + 8, alpha, c4f + 8);
12671 r_refdef.stats.drawndecals += numtris;
12673 // now render the decals all at once
12674 // (this assumes they all use one particle font texture!)
12675 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);
12676 R_Mesh_ResetTextureState();
12677 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12678 GL_DepthMask(false);
12679 GL_DepthRange(0, 1);
12680 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12681 GL_DepthTest(true);
12682 GL_CullFace(GL_NONE);
12683 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12684 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12685 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12689 static void R_DrawModelDecals(void)
12693 // fade faster when there are too many decals
12694 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12695 for (i = 0;i < r_refdef.scene.numentities;i++)
12696 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12698 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12699 for (i = 0;i < r_refdef.scene.numentities;i++)
12700 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12701 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12703 R_DecalSystem_ApplySplatEntitiesQueue();
12705 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12706 for (i = 0;i < r_refdef.scene.numentities;i++)
12707 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12709 r_refdef.stats.totaldecals += numdecals;
12711 if (r_showsurfaces.integer)
12714 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12716 for (i = 0;i < r_refdef.scene.numentities;i++)
12718 if (!r_refdef.viewcache.entityvisible[i])
12720 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12721 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12725 extern cvar_t mod_collision_bih;
12726 void R_DrawDebugModel(void)
12728 entity_render_t *ent = rsurface.entity;
12729 int i, j, k, l, flagsmask;
12730 const msurface_t *surface;
12731 dp_model_t *model = ent->model;
12734 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12736 R_Mesh_ResetTextureState();
12737 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12738 GL_DepthRange(0, 1);
12739 GL_DepthTest(!r_showdisabledepthtest.integer);
12740 GL_DepthMask(false);
12741 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12743 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12747 qboolean cullbox = ent == r_refdef.scene.worldentity;
12748 const q3mbrush_t *brush;
12749 const bih_t *bih = &model->collision_bih;
12750 const bih_leaf_t *bihleaf;
12751 float vertex3f[3][3];
12752 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12754 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12756 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12758 switch (bihleaf->type)
12761 brush = model->brush.data_brushes + bihleaf->itemindex;
12762 if (brush->colbrushf && brush->colbrushf->numtriangles)
12764 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);
12765 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12766 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12769 case BIH_COLLISIONTRIANGLE:
12770 triangleindex = bihleaf->itemindex;
12771 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12772 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12773 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12774 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);
12775 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12776 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12778 case BIH_RENDERTRIANGLE:
12779 triangleindex = bihleaf->itemindex;
12780 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12781 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12782 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12783 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);
12784 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12785 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12791 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12793 if (r_showtris.integer || r_shownormals.integer)
12795 if (r_showdisabledepthtest.integer)
12797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12798 GL_DepthMask(false);
12802 GL_BlendFunc(GL_ONE, GL_ZERO);
12803 GL_DepthMask(true);
12805 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12807 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12809 rsurface.texture = R_GetCurrentTexture(surface->texture);
12810 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12812 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12813 if (r_showtris.value > 0)
12815 if (!rsurface.texture->currentlayers->depthmask)
12816 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12817 else if (ent == r_refdef.scene.worldentity)
12818 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12820 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12821 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12822 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12824 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12827 if (r_shownormals.value < 0)
12829 qglBegin(GL_LINES);
12830 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12832 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12833 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12834 qglVertex3f(v[0], v[1], v[2]);
12835 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12836 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12837 qglVertex3f(v[0], v[1], v[2]);
12842 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12844 qglBegin(GL_LINES);
12845 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12847 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12848 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12849 qglVertex3f(v[0], v[1], v[2]);
12850 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12851 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12852 qglVertex3f(v[0], v[1], v[2]);
12856 qglBegin(GL_LINES);
12857 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12859 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12860 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12861 qglVertex3f(v[0], v[1], v[2]);
12862 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12863 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12864 qglVertex3f(v[0], v[1], v[2]);
12868 qglBegin(GL_LINES);
12869 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12871 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12872 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12873 qglVertex3f(v[0], v[1], v[2]);
12874 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12875 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12876 qglVertex3f(v[0], v[1], v[2]);
12883 rsurface.texture = NULL;
12887 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12888 int r_maxsurfacelist = 0;
12889 const msurface_t **r_surfacelist = NULL;
12890 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12892 int i, j, endj, flagsmask;
12893 dp_model_t *model = r_refdef.scene.worldmodel;
12894 msurface_t *surfaces;
12895 unsigned char *update;
12896 int numsurfacelist = 0;
12900 if (r_maxsurfacelist < model->num_surfaces)
12902 r_maxsurfacelist = model->num_surfaces;
12904 Mem_Free((msurface_t**)r_surfacelist);
12905 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12908 RSurf_ActiveWorldEntity();
12910 surfaces = model->data_surfaces;
12911 update = model->brushq1.lightmapupdateflags;
12913 // update light styles on this submodel
12914 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12916 model_brush_lightstyleinfo_t *style;
12917 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12919 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12921 int *list = style->surfacelist;
12922 style->value = r_refdef.scene.lightstylevalue[style->style];
12923 for (j = 0;j < style->numsurfaces;j++)
12924 update[list[j]] = true;
12929 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12933 R_DrawDebugModel();
12934 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12938 rsurface.lightmaptexture = NULL;
12939 rsurface.deluxemaptexture = NULL;
12940 rsurface.uselightmaptexture = false;
12941 rsurface.texture = NULL;
12942 rsurface.rtlight = NULL;
12943 numsurfacelist = 0;
12944 // add visible surfaces to draw list
12945 for (i = 0;i < model->nummodelsurfaces;i++)
12947 j = model->sortedmodelsurfaces[i];
12948 if (r_refdef.viewcache.world_surfacevisible[j])
12949 r_surfacelist[numsurfacelist++] = surfaces + j;
12951 // update lightmaps if needed
12952 if (model->brushq1.firstrender)
12954 model->brushq1.firstrender = false;
12955 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12957 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12961 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12962 if (r_refdef.viewcache.world_surfacevisible[j])
12964 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12966 // don't do anything if there were no surfaces
12967 if (!numsurfacelist)
12969 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12972 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12973 GL_AlphaTest(false);
12975 // add to stats if desired
12976 if (r_speeds.integer && !skysurfaces && !depthonly)
12978 r_refdef.stats.world_surfaces += numsurfacelist;
12979 for (j = 0;j < numsurfacelist;j++)
12980 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12983 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12986 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12988 int i, j, endj, flagsmask;
12989 dp_model_t *model = ent->model;
12990 msurface_t *surfaces;
12991 unsigned char *update;
12992 int numsurfacelist = 0;
12996 if (r_maxsurfacelist < model->num_surfaces)
12998 r_maxsurfacelist = model->num_surfaces;
13000 Mem_Free((msurface_t **)r_surfacelist);
13001 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13004 // if the model is static it doesn't matter what value we give for
13005 // wantnormals and wanttangents, so this logic uses only rules applicable
13006 // to a model, knowing that they are meaningless otherwise
13007 if (ent == r_refdef.scene.worldentity)
13008 RSurf_ActiveWorldEntity();
13009 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13010 RSurf_ActiveModelEntity(ent, false, false, false);
13012 RSurf_ActiveModelEntity(ent, true, true, true);
13013 else if (depthonly)
13015 switch (vid.renderpath)
13017 case RENDERPATH_GL20:
13018 case RENDERPATH_CGGL:
13019 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13021 case RENDERPATH_GL13:
13022 case RENDERPATH_GL11:
13023 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13029 switch (vid.renderpath)
13031 case RENDERPATH_GL20:
13032 case RENDERPATH_CGGL:
13033 RSurf_ActiveModelEntity(ent, true, true, false);
13035 case RENDERPATH_GL13:
13036 case RENDERPATH_GL11:
13037 RSurf_ActiveModelEntity(ent, true, false, false);
13042 surfaces = model->data_surfaces;
13043 update = model->brushq1.lightmapupdateflags;
13045 // update light styles
13046 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13048 model_brush_lightstyleinfo_t *style;
13049 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13051 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13053 int *list = style->surfacelist;
13054 style->value = r_refdef.scene.lightstylevalue[style->style];
13055 for (j = 0;j < style->numsurfaces;j++)
13056 update[list[j]] = true;
13061 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13065 R_DrawDebugModel();
13066 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13070 rsurface.lightmaptexture = NULL;
13071 rsurface.deluxemaptexture = NULL;
13072 rsurface.uselightmaptexture = false;
13073 rsurface.texture = NULL;
13074 rsurface.rtlight = NULL;
13075 numsurfacelist = 0;
13076 // add visible surfaces to draw list
13077 for (i = 0;i < model->nummodelsurfaces;i++)
13078 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13079 // don't do anything if there were no surfaces
13080 if (!numsurfacelist)
13082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13085 // update lightmaps if needed
13089 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13094 R_BuildLightMap(ent, surfaces + j);
13099 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13101 R_BuildLightMap(ent, surfaces + j);
13102 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13103 GL_AlphaTest(false);
13105 // add to stats if desired
13106 if (r_speeds.integer && !skysurfaces && !depthonly)
13108 r_refdef.stats.entities_surfaces += numsurfacelist;
13109 for (j = 0;j < numsurfacelist;j++)
13110 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13113 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13116 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13118 static texture_t texture;
13119 static msurface_t surface;
13120 const msurface_t *surfacelist = &surface;
13122 // fake enough texture and surface state to render this geometry
13124 texture.update_lastrenderframe = -1; // regenerate this texture
13125 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13126 texture.currentskinframe = skinframe;
13127 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13128 texture.offsetmapping = OFFSETMAPPING_OFF;
13129 texture.offsetscale = 1;
13130 texture.specularscalemod = 1;
13131 texture.specularpowermod = 1;
13133 surface.texture = &texture;
13134 surface.num_triangles = numtriangles;
13135 surface.num_firsttriangle = firsttriangle;
13136 surface.num_vertices = numvertices;
13137 surface.num_firstvertex = firstvertex;
13140 rsurface.texture = R_GetCurrentTexture(surface.texture);
13141 rsurface.lightmaptexture = NULL;
13142 rsurface.deluxemaptexture = NULL;
13143 rsurface.uselightmaptexture = false;
13144 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13147 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)
13149 static msurface_t surface;
13150 const msurface_t *surfacelist = &surface;
13152 // fake enough texture and surface state to render this geometry
13154 surface.texture = texture;
13155 surface.num_triangles = numtriangles;
13156 surface.num_firsttriangle = firsttriangle;
13157 surface.num_vertices = numvertices;
13158 surface.num_firstvertex = firstvertex;
13161 rsurface.texture = R_GetCurrentTexture(surface.texture);
13162 rsurface.lightmaptexture = NULL;
13163 rsurface.deluxemaptexture = NULL;
13164 rsurface.uselightmaptexture = false;
13165 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);