2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
98 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
114 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
115 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
127 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
133 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
134 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
135 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
161 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
163 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
178 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
180 extern cvar_t v_glslgamma;
182 extern qboolean v_flipped_state;
184 static struct r_bloomstate_s
189 int bloomwidth, bloomheight;
191 int screentexturewidth, screentextureheight;
192 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
194 int bloomtexturewidth, bloomtextureheight;
195 rtexture_t *texture_bloom;
197 // arrays for rendering the screen passes
198 float screentexcoord2f[8];
199 float bloomtexcoord2f[8];
200 float offsettexcoord2f[8];
202 r_viewport_t viewport;
206 r_waterstate_t r_waterstate;
208 /// shadow volume bsp struct with automatically growing nodes buffer
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
239 typedef struct r_qwskincache_s
241 char name[MAX_QPATH];
242 skinframe_t *skinframe;
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
261 for (i = 0;i < verts;i++)
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
275 for (i = 0;i < verts;i++)
285 // FIXME: move this to client?
288 if (gamemode == GAME_NEHAHRA)
290 Cvar_Set("gl_fogenable", "0");
291 Cvar_Set("gl_fogdensity", "0.2");
292 Cvar_Set("gl_fogred", "0.3");
293 Cvar_Set("gl_foggreen", "0.3");
294 Cvar_Set("gl_fogblue", "0.3");
296 r_refdef.fog_density = 0;
297 r_refdef.fog_red = 0;
298 r_refdef.fog_green = 0;
299 r_refdef.fog_blue = 0;
300 r_refdef.fog_alpha = 1;
301 r_refdef.fog_start = 0;
302 r_refdef.fog_end = 16384;
303 r_refdef.fog_height = 1<<30;
304 r_refdef.fog_fadedepth = 128;
307 static void R_BuildBlankTextures(void)
309 unsigned char data[4];
310 data[2] = 128; // normal X
311 data[1] = 128; // normal Y
312 data[0] = 255; // normal Z
313 data[3] = 128; // height
314 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
332 static void R_BuildNoTexture(void)
335 unsigned char pix[16][16][4];
336 // this makes a light grey/dark grey checkerboard texture
337 for (y = 0;y < 16;y++)
339 for (x = 0;x < 16;x++)
341 if ((y < 8) ^ (x < 8))
357 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
360 static void R_BuildWhiteCube(void)
362 unsigned char data[6*1*1*4];
363 memset(data, 255, sizeof(data));
364 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildNormalizationCube(void)
371 vec_t s, t, intensity;
374 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375 for (side = 0;side < 6;side++)
377 for (y = 0;y < NORMSIZE;y++)
379 for (x = 0;x < NORMSIZE;x++)
381 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
417 intensity = 127.0f / sqrt(DotProduct(v, v));
418 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421 data[((side*64+y)*64+x)*4+3] = 255;
425 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
429 static void R_BuildFogTexture(void)
433 unsigned char data1[FOGWIDTH][4];
434 //unsigned char data2[FOGWIDTH][4];
437 r_refdef.fogmasktable_start = r_refdef.fog_start;
438 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439 r_refdef.fogmasktable_range = r_refdef.fogrange;
440 r_refdef.fogmasktable_density = r_refdef.fog_density;
442 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
445 d = (x * r - r_refdef.fogmasktable_start);
446 if(developer_extra.integer)
447 Con_DPrintf("%f ", d);
449 if (r_fog_exp2.integer)
450 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
452 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453 if(developer_extra.integer)
454 Con_DPrintf(" : %f ", alpha);
455 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456 if(developer_extra.integer)
457 Con_DPrintf(" = %f\n", alpha);
458 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
461 for (x = 0;x < FOGWIDTH;x++)
463 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
468 //data2[x][0] = 255 - b;
469 //data2[x][1] = 255 - b;
470 //data2[x][2] = 255 - b;
473 if (r_texture_fogattenuation)
475 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
480 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
481 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
485 //=======================================================================================================================================================
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "# extension GL_EXT_gpu_shader4 : enable\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "# extension GL_ARB_texture_gather : enable\n"
513 "# ifdef GL_AMD_texture_texture4\n"
514 "# extension GL_AMD_texture_texture4 : enable\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
547 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
559 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
564 "#ifdef FRAGMENT_SHADER\n"
567 " gl_FragColor = gl_Color;\n"
570 "#else // !MODE_SHOWDEPTH\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
579 "#ifdef VERTEX_SHADER\n"
582 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
585 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
593 "uniform sampler2D Texture_Second;\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
613 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
615 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
617 "#ifdef USEVIEWTINT\n"
618 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
628 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
629 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
632 "#ifdef USESATURATION\n"
633 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
639 "#ifdef USEGAMMARAMPS\n"
640 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
646 "#else // !MODE_POSTPROCESS\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
658 "#ifdef VERTEX_SHADER\n"
661 " gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 "#ifdef USESPECULAR\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
682 " gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USESPECULAR\n"
688 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 " gl_FragColor *= tex2;\n"
693 " gl_FragColor += tex2;\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
701 "#else // !MODE_GENERIC\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
711 " gl_FrontColor = gl_Color;\n"
712 " TexCoord = gl_MultiTexCoord0.xy;\n"
713 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
724 " vec2 tc = TexCoord;\n"
725 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 " tc += BloomBlur_Parameters.xy;\n"
727 " for (i = 1;i < SAMPLES;i++)\n"
729 " color += texture2D(Texture_First, tc).rgb;\n"
730 " tc += BloomBlur_Parameters.xy;\n"
732 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
744 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
765 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 " // FIXME temporary hack to detect the case that the reflection\n"
770 " // gets blackened at edges due to leaving the area that contains actual\n"
772 " // Remove this 'ack once we have a better way to stop this thing from\n"
774 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
782 "#else // !MODE_REFRACTION\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
797 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 " ModelViewProjectionPosition = gl_Position;\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
822 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 " // FIXME temporary hack to detect the case that the reflection\n"
828 " // gets blackened at edges due to leaving the area that contains actual\n"
830 " // Remove this 'ack once we have a better way to stop this thing from\n"
832 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
846 "#else // !MODE_WATER\n"
851 "// common definitions between vertex shader and fragment shader:\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
897 "uniform vec4 FogPlane;\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
907 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
916 "uniform sampler2D Texture_Glow;\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
931 "uniform sampler2D Texture_FogMask;\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
962 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
968 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
970 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 " // 14 sample relief mapping: linear search and then binary search\n"
980 " // this basically steps forward a small amount repeatedly until it finds\n"
981 " // itself inside solid, then jitters forward and back using decreasing\n"
982 " // amounts to find the impact\n"
983 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 " vec3 RT = vec3(TexCoord, 1);\n"
987 " OffsetVector *= 0.1;\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1001 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1004 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 " // this basically moves forward the full distance, and then backs up based\n"
1006 " // on height of samples\n"
1007 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 " TexCoord += OffsetVector;\n"
1011 " OffsetVector *= 0.333;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 " return TexCoord;\n"
1018 "#endif // USEOFFSETMAPPING\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1064 "# ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1067 " vec3 adir = abs(dir);\n"
1068 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 " vec3 adir = abs(dir);\n"
1076 " float ma = adir.z;\n"
1077 " vec4 proj = vec4(dir, 2.5);\n"
1078 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1090 " vec3 adir = abs(dir);\n"
1091 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1100 "# ifdef USESHADOWSAMPLER\n"
1102 "# ifdef USESHADOWMAPPCF\n"
1103 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1106 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# if USESHADOWMAPPCF > 1\n"
1113 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1116 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1117 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1118 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1119 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 " vec2 offset = fract(shadowmaptc.xy);\n"
1124 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1126 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1127 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1135 "# ifdef USESHADOWMAPORTHO\n"
1136 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1146 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "# ifdef USESHADOWMAPPCF\n"
1151 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1152 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1155 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "# ifdef USESHADOWMAPPCF\n"
1159 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "# ifdef GL_ARB_texture_gather\n"
1161 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1163 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1165 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1166 "# if USESHADOWMAPPCF > 1\n"
1167 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1168 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1169 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1170 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1171 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1172 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1173 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1174 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1175 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1176 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1177 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1178 " locols.yz += group2.ab;\n"
1179 " hicols.yz += group8.rg;\n"
1180 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1181 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1182 " mix(locols, hicols, offset.y);\n"
1183 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1184 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1185 " f = dot(cols, vec4(1.0/25.0));\n"
1187 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1188 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1189 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1190 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1191 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1192 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1196 "# ifdef GL_EXT_gpu_shader4\n"
1197 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1199 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1201 "# if USESHADOWMAPPCF > 1\n"
1202 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1203 " center *= ShadowMap_TextureScale;\n"
1204 " 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"
1205 " 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"
1206 " 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"
1207 " 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"
1208 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1209 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1211 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1212 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1213 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1214 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1215 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1216 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1220 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1223 "# ifdef USESHADOWMAPORTHO\n"
1224 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1231 "# ifdef USESHADOWMAPCUBE\n"
1232 "float ShadowMapCompare(vec3 dir)\n"
1234 " // apply depth texture cubemap as light filter\n"
1235 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1237 "# ifdef USESHADOWSAMPLER\n"
1238 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1240 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1245 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1246 "#endif // FRAGMENT_SHADER\n"
1251 "#ifdef MODE_DEFERREDGEOMETRY\n"
1252 "#ifdef VERTEX_SHADER\n"
1253 "uniform mat4 TexMatrix;\n"
1254 "#ifdef USEVERTEXTEXTUREBLEND\n"
1255 "uniform mat4 BackgroundTexMatrix;\n"
1257 "uniform mat4 ModelViewMatrix;\n"
1260 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1261 "#ifdef USEVERTEXTEXTUREBLEND\n"
1262 " gl_FrontColor = gl_Color;\n"
1263 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1266 " // transform unnormalized eye direction into tangent space\n"
1267 "#ifdef USEOFFSETMAPPING\n"
1268 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1269 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1270 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1271 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1274 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1275 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1276 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1277 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1279 "#endif // VERTEX_SHADER\n"
1281 "#ifdef FRAGMENT_SHADER\n"
1284 "#ifdef USEOFFSETMAPPING\n"
1285 " // apply offsetmapping\n"
1286 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1287 "#define TexCoord TexCoordOffset\n"
1290 "#ifdef USEALPHAKILL\n"
1291 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1297 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1298 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1299 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1302 "#ifdef USEVERTEXTEXTUREBLEND\n"
1303 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1304 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1306 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1307 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1310 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1312 "#endif // FRAGMENT_SHADER\n"
1313 "#else // !MODE_DEFERREDGEOMETRY\n"
1318 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 ModelViewMatrix;\n"
1323 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1324 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1326 "#endif // VERTEX_SHADER\n"
1328 "#ifdef FRAGMENT_SHADER\n"
1329 "uniform mat4 ViewToLight;\n"
1330 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1331 "uniform vec2 ScreenToDepth;\n"
1332 "uniform myhalf3 DeferredColor_Ambient;\n"
1333 "uniform myhalf3 DeferredColor_Diffuse;\n"
1334 "#ifdef USESPECULAR\n"
1335 "uniform myhalf3 DeferredColor_Specular;\n"
1336 "uniform myhalf SpecularPower;\n"
1338 "uniform myhalf2 PixelToScreenTexCoord;\n"
1341 " // calculate viewspace pixel position\n"
1342 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1344 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1345 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1346 " // decode viewspace pixel normal\n"
1347 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1348 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1349 " // surfacenormal = pixel normal in viewspace\n"
1350 " // LightVector = pixel to light in viewspace\n"
1351 " // CubeVector = position in lightspace\n"
1352 " // eyevector = pixel to view in viewspace\n"
1353 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1354 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1355 "#ifdef USEDIFFUSE\n"
1356 " // calculate diffuse shading\n"
1357 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1358 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1360 "#ifdef USESPECULAR\n"
1361 " // calculate directional shading\n"
1362 " vec3 eyevector = position * -1.0;\n"
1363 "# ifdef USEEXACTSPECULARMATH\n"
1364 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1366 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1367 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1371 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1372 " fade *= ShadowMapCompare(CubeVector);\n"
1375 "#ifdef USEDIFFUSE\n"
1376 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1378 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1380 "#ifdef USESPECULAR\n"
1381 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1383 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1386 "# ifdef USECUBEFILTER\n"
1387 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1388 " gl_FragData[0].rgb *= cubecolor;\n"
1389 " gl_FragData[1].rgb *= cubecolor;\n"
1392 "#endif // FRAGMENT_SHADER\n"
1393 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1398 "#ifdef VERTEX_SHADER\n"
1399 "uniform mat4 TexMatrix;\n"
1400 "#ifdef USEVERTEXTEXTUREBLEND\n"
1401 "uniform mat4 BackgroundTexMatrix;\n"
1403 "#ifdef MODE_LIGHTSOURCE\n"
1404 "uniform mat4 ModelToLight;\n"
1406 "#ifdef USESHADOWMAPORTHO\n"
1407 "uniform mat4 ShadowMapMatrix;\n"
1411 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1412 " gl_FrontColor = gl_Color;\n"
1414 " // copy the surface texcoord\n"
1415 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1419 "#ifdef USELIGHTMAP\n"
1420 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1423 "#ifdef MODE_LIGHTSOURCE\n"
1424 " // transform vertex position into light attenuation/cubemap space\n"
1425 " // (-1 to +1 across the light box)\n"
1426 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1428 "# ifdef USEDIFFUSE\n"
1429 " // transform unnormalized light direction into tangent space\n"
1430 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1431 " // normalize it per pixel)\n"
1432 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1433 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1434 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1435 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1439 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1440 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1441 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1442 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1445 " // transform unnormalized eye direction into tangent space\n"
1446 "#ifdef USEEYEVECTOR\n"
1447 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1448 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1449 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1450 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1454 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1455 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1458 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1459 " VectorS = gl_MultiTexCoord1.xyz;\n"
1460 " VectorT = gl_MultiTexCoord2.xyz;\n"
1461 " VectorR = gl_MultiTexCoord3.xyz;\n"
1464 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1465 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1467 "#ifdef USESHADOWMAPORTHO\n"
1468 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1471 "#ifdef USEREFLECTION\n"
1472 " ModelViewProjectionPosition = gl_Position;\n"
1475 "#endif // VERTEX_SHADER\n"
1480 "#ifdef FRAGMENT_SHADER\n"
1481 "#ifdef USEDEFERREDLIGHTMAP\n"
1482 "uniform myhalf2 PixelToScreenTexCoord;\n"
1483 "uniform myhalf3 DeferredMod_Diffuse;\n"
1484 "uniform myhalf3 DeferredMod_Specular;\n"
1486 "uniform myhalf3 Color_Ambient;\n"
1487 "uniform myhalf3 Color_Diffuse;\n"
1488 "uniform myhalf3 Color_Specular;\n"
1489 "uniform myhalf SpecularPower;\n"
1491 "uniform myhalf3 Color_Glow;\n"
1493 "uniform myhalf Alpha;\n"
1494 "#ifdef USEREFLECTION\n"
1495 "uniform vec4 DistortScaleRefractReflect;\n"
1496 "uniform vec4 ScreenScaleRefractReflect;\n"
1497 "uniform vec4 ScreenCenterRefractReflect;\n"
1498 "uniform myhalf4 ReflectColor;\n"
1500 "#ifdef USEREFLECTCUBE\n"
1501 "uniform mat4 ModelToReflectCube;\n"
1502 "uniform sampler2D Texture_ReflectMask;\n"
1503 "uniform samplerCube Texture_ReflectCube;\n"
1505 "#ifdef MODE_LIGHTDIRECTION\n"
1506 "uniform myhalf3 LightColor;\n"
1508 "#ifdef MODE_LIGHTSOURCE\n"
1509 "uniform myhalf3 LightColor;\n"
1513 "#ifdef USEOFFSETMAPPING\n"
1514 " // apply offsetmapping\n"
1515 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1516 "#define TexCoord TexCoordOffset\n"
1519 " // combine the diffuse textures (base, pants, shirt)\n"
1520 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1521 "#ifdef USEALPHAKILL\n"
1522 " if (color.a < 0.5)\n"
1525 " color.a *= Alpha;\n"
1526 "#ifdef USECOLORMAPPING\n"
1527 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1531 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1532 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1533 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1535 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1538 " // get the surface normal\n"
1539 "#ifdef USEVERTEXTEXTUREBLEND\n"
1540 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1542 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1545 " // get the material colors\n"
1546 " myhalf3 diffusetex = color.rgb;\n"
1547 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1548 "# ifdef USEVERTEXTEXTUREBLEND\n"
1549 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1551 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1555 "#ifdef USEREFLECTCUBE\n"
1556 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1557 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1558 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1559 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1565 "#ifdef MODE_LIGHTSOURCE\n"
1566 " // light source\n"
1567 "#ifdef USEDIFFUSE\n"
1568 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1569 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1570 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1571 "#ifdef USESPECULAR\n"
1572 "#ifdef USEEXACTSPECULARMATH\n"
1573 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1575 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1576 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1578 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1581 " color.rgb = diffusetex * Color_Ambient;\n"
1583 " color.rgb *= LightColor;\n"
1584 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1585 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1586 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1588 "# ifdef USECUBEFILTER\n"
1589 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1591 "#endif // MODE_LIGHTSOURCE\n"
1596 "#ifdef MODE_LIGHTDIRECTION\n"
1598 "#ifdef USEDIFFUSE\n"
1599 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1601 "#define lightcolor LightColor\n"
1602 "#endif // MODE_LIGHTDIRECTION\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1605 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1606 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1608 " // convert modelspace light vector to tangentspace\n"
1609 " myhalf3 lightnormal;\n"
1610 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1611 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1612 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1613 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1614 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1615 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1616 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1617 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1618 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1619 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1620 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1621 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1622 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1623 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1624 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1626 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1627 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1628 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1634 "#ifdef MODE_LIGHTMAP\n"
1635 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1636 "#endif // MODE_LIGHTMAP\n"
1637 "#ifdef MODE_VERTEXCOLOR\n"
1638 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1639 "#endif // MODE_VERTEXCOLOR\n"
1640 "#ifdef MODE_FLATCOLOR\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1642 "#endif // MODE_FLATCOLOR\n"
1648 "# ifdef USEDIFFUSE\n"
1649 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1650 "# ifdef USESPECULAR\n"
1651 "# ifdef USEEXACTSPECULARMATH\n"
1652 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1654 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1655 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1657 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1659 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1662 " color.rgb = diffusetex * Color_Ambient;\n"
1666 "#ifdef USESHADOWMAPORTHO\n"
1667 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1670 "#ifdef USEDEFERREDLIGHTMAP\n"
1671 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1672 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1673 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1677 "#ifdef USEVERTEXTEXTUREBLEND\n"
1678 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1680 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1685 "#ifdef MODE_LIGHTSOURCE\n"
1686 " color.rgb *= myhalf(FogVertex());\n"
1688 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1692 " // 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"
1693 "#ifdef USEREFLECTION\n"
1694 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1695 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1696 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1697 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1698 " // FIXME temporary hack to detect the case that the reflection\n"
1699 " // gets blackened at edges due to leaving the area that contains actual\n"
1701 " // Remove this 'ack once we have a better way to stop this thing from\n"
1703 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1704 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1705 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1706 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1707 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1708 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1711 " gl_FragColor = vec4(color);\n"
1713 "#endif // FRAGMENT_SHADER\n"
1715 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1716 "#endif // !MODE_DEFERREDGEOMETRY\n"
1717 "#endif // !MODE_WATER\n"
1718 "#endif // !MODE_REFRACTION\n"
1719 "#endif // !MODE_BLOOMBLUR\n"
1720 "#endif // !MODE_GENERIC\n"
1721 "#endif // !MODE_POSTPROCESS\n"
1722 "#endif // !MODE_SHOWDEPTH\n"
1723 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1727 =========================================================================================================================================================
1731 =========================================================================================================================================================
1735 =========================================================================================================================================================
1739 =========================================================================================================================================================
1743 =========================================================================================================================================================
1747 =========================================================================================================================================================
1751 =========================================================================================================================================================
1754 const char *builtincgshaderstring =
1755 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1756 "// written by Forest 'LordHavoc' Hale\n"
1757 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1759 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1762 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1763 "#define USELIGHTMAP\n"
1765 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1766 "#define USEEYEVECTOR\n"
1769 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1770 "#ifdef VERTEX_SHADER\n"
1773 "float4 gl_Vertex : POSITION,\n"
1774 "uniform float4x4 ModelViewProjectionMatrix,\n"
1775 "out float4 gl_Position : POSITION\n"
1778 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1781 "#else // !MODE_DEPTH_ORSHADOW\n"
1786 "#ifdef MODE_SHOWDEPTH\n"
1787 "#ifdef VERTEX_SHADER\n"
1790 "float4 gl_Vertex : POSITION,\n"
1791 "uniform float4x4 ModelViewProjectionMatrix,\n"
1792 "out float4 gl_Position : POSITION,\n"
1793 "out float4 gl_FrontColor : COLOR0\n"
1796 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1797 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1801 "#ifdef FRAGMENT_SHADER\n"
1804 "float4 gl_FrontColor : COLOR0,\n"
1805 "out float4 gl_FragColor : COLOR\n"
1808 " gl_FragColor = gl_FrontColor;\n"
1811 "#else // !MODE_SHOWDEPTH\n"
1816 "#ifdef MODE_POSTPROCESS\n"
1818 "#ifdef VERTEX_SHADER\n"
1821 "float4 gl_Vertex : POSITION,\n"
1822 "uniform float4x4 ModelViewProjectionMatrix,\n"
1823 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1824 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1825 "out float4 gl_Position : POSITION,\n"
1826 "out float2 TexCoord1 : TEXCOORD0,\n"
1827 "out float2 TexCoord2 : TEXCOORD1\n"
1830 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1831 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1833 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1838 "#ifdef FRAGMENT_SHADER\n"
1841 "float2 TexCoord1 : TEXCOORD0,\n"
1842 "float2 TexCoord2 : TEXCOORD1,\n"
1843 "uniform sampler2D Texture_First,\n"
1845 "uniform sampler2D Texture_Second,\n"
1847 "#ifdef USEGAMMARAMPS\n"
1848 "uniform sampler2D Texture_GammaRamps,\n"
1850 "#ifdef USESATURATION\n"
1851 "uniform float Saturation,\n"
1853 "#ifdef USEVIEWTINT\n"
1854 "uniform float4 ViewTintColor,\n"
1856 "uniform float4 UserVec1,\n"
1857 "uniform float4 UserVec2,\n"
1858 "uniform float4 UserVec3,\n"
1859 "uniform float4 UserVec4,\n"
1860 "uniform float ClientTime,\n"
1861 "uniform float2 PixelSize,\n"
1862 "out float4 gl_FragColor : COLOR\n"
1865 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1867 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1869 "#ifdef USEVIEWTINT\n"
1870 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1873 "#ifdef USEPOSTPROCESSING\n"
1874 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1875 "// 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"
1876 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1877 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1878 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1879 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1880 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1881 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1884 "#ifdef USESATURATION\n"
1885 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1886 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1887 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1888 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1891 "#ifdef USEGAMMARAMPS\n"
1892 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1893 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1894 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1898 "#else // !MODE_POSTPROCESS\n"
1903 "#ifdef MODE_GENERIC\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "float4 gl_Color : COLOR0,\n"
1910 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1911 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float4 gl_FrontColor : COLOR,\n"
1914 "out float2 TexCoord1 : TEXCOORD0,\n"
1915 "out float2 TexCoord2 : TEXCOORD1\n"
1918 " gl_FrontColor = gl_Color;\n"
1919 "#ifdef USEDIFFUSE\n"
1920 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1922 "#ifdef USESPECULAR\n"
1923 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1925 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1929 "#ifdef FRAGMENT_SHADER\n"
1933 "float4 gl_FrontColor : COLOR,\n"
1934 "float2 TexCoord1 : TEXCOORD0,\n"
1935 "float2 TexCoord2 : TEXCOORD1,\n"
1936 "#ifdef USEDIFFUSE\n"
1937 "uniform sampler2D Texture_First,\n"
1939 "#ifdef USESPECULAR\n"
1940 "uniform sampler2D Texture_Second,\n"
1942 "out float4 gl_FragColor : COLOR\n"
1945 " gl_FragColor = gl_FrontColor;\n"
1946 "#ifdef USEDIFFUSE\n"
1947 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1950 "#ifdef USESPECULAR\n"
1951 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1952 "# ifdef USECOLORMAPPING\n"
1953 " gl_FragColor *= tex2;\n"
1956 " gl_FragColor += tex2;\n"
1958 "# ifdef USEVERTEXTEXTUREBLEND\n"
1959 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1964 "#else // !MODE_GENERIC\n"
1969 "#ifdef MODE_BLOOMBLUR\n"
1970 "#ifdef VERTEX_SHADER\n"
1973 "float4 gl_Vertex : POSITION,\n"
1974 "uniform float4x4 ModelViewProjectionMatrix,\n"
1975 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1976 "out float4 gl_Position : POSITION,\n"
1977 "out float2 TexCoord : TEXCOORD0\n"
1980 " TexCoord = gl_MultiTexCoord0.xy;\n"
1981 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1985 "#ifdef FRAGMENT_SHADER\n"
1989 "float2 TexCoord : TEXCOORD0,\n"
1990 "uniform sampler2D Texture_First,\n"
1991 "uniform float4 BloomBlur_Parameters,\n"
1992 "out float4 gl_FragColor : COLOR\n"
1996 " float2 tc = TexCoord;\n"
1997 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1998 " tc += BloomBlur_Parameters.xy;\n"
1999 " for (i = 1;i < SAMPLES;i++)\n"
2001 " color += tex2D(Texture_First, tc).rgb;\n"
2002 " tc += BloomBlur_Parameters.xy;\n"
2004 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2007 "#else // !MODE_BLOOMBLUR\n"
2008 "#ifdef MODE_REFRACTION\n"
2009 "#ifdef VERTEX_SHADER\n"
2012 "float4 gl_Vertex : POSITION,\n"
2013 "uniform float4x4 ModelViewProjectionMatrix,\n"
2014 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2015 "uniform float4x4 TexMatrix,\n"
2016 "uniform float3 EyePosition,\n"
2017 "out float4 gl_Position : POSITION,\n"
2018 "out float2 TexCoord : TEXCOORD0,\n"
2019 "out float3 EyeVector : TEXCOORD1,\n"
2020 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2023 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2024 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2025 " ModelViewProjectionPosition = gl_Position;\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2032 "float2 TexCoord : TEXCOORD0,\n"
2033 "float3 EyeVector : TEXCOORD1,\n"
2034 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2035 "uniform sampler2D Texture_Normal,\n"
2036 "uniform sampler2D Texture_Refraction,\n"
2037 "uniform sampler2D Texture_Reflection,\n"
2038 "uniform float4 DistortScaleRefractReflect,\n"
2039 "uniform float4 ScreenScaleRefractReflect,\n"
2040 "uniform float4 ScreenCenterRefractReflect,\n"
2041 "uniform float4 RefractColor,\n"
2042 "out float4 gl_FragColor : COLOR\n"
2045 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2046 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2047 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2048 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2049 " // FIXME temporary hack to detect the case that the reflection\n"
2050 " // gets blackened at edges due to leaving the area that contains actual\n"
2052 " // Remove this 'ack once we have a better way to stop this thing from\n"
2054 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2055 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2056 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2057 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2058 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2059 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2062 "#else // !MODE_REFRACTION\n"
2067 "#ifdef MODE_WATER\n"
2068 "#ifdef VERTEX_SHADER\n"
2072 "float4 gl_Vertex : POSITION,\n"
2073 "uniform float4x4 ModelViewProjectionMatrix,\n"
2074 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2075 "uniform float4x4 TexMatrix,\n"
2076 "uniform float3 EyePosition,\n"
2077 "out float4 gl_Position : POSITION,\n"
2078 "out float2 TexCoord : TEXCOORD0,\n"
2079 "out float3 EyeVector : TEXCOORD1,\n"
2080 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2083 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2084 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2085 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2086 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2087 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2088 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2089 " ModelViewProjectionPosition = gl_Position;\n"
2093 "#ifdef FRAGMENT_SHADER\n"
2096 "float2 TexCoord : TEXCOORD0,\n"
2097 "float3 EyeVector : TEXCOORD1,\n"
2098 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2099 "uniform sampler2D Texture_Normal,\n"
2100 "uniform sampler2D Texture_Refraction,\n"
2101 "uniform sampler2D Texture_Reflection,\n"
2102 "uniform float4 DistortScaleRefractReflect,\n"
2103 "uniform float4 ScreenScaleRefractReflect,\n"
2104 "uniform float4 ScreenCenterRefractReflect,\n"
2105 "uniform float4 RefractColor,\n"
2106 "uniform float4 ReflectColor,\n"
2107 "uniform float ReflectFactor,\n"
2108 "uniform float ReflectOffset,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2112 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2113 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2114 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2115 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2116 " // FIXME temporary hack to detect the case that the reflection\n"
2117 " // gets blackened at edges due to leaving the area that contains actual\n"
2119 " // Remove this 'ack once we have a better way to stop this thing from\n"
2121 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2122 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2123 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2124 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2125 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2126 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2127 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2128 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2129 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2130 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2131 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2132 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2135 "#else // !MODE_WATER\n"
2140 "// 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"
2142 "// fragment shader specific:\n"
2143 "#ifdef FRAGMENT_SHADER\n"
2146 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2149 "#ifdef USEFOGOUTSIDE\n"
2150 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2152 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2154 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2158 "#ifdef USEOFFSETMAPPING\n"
2159 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2161 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2162 " // 14 sample relief mapping: linear search and then binary search\n"
2163 " // this basically steps forward a small amount repeatedly until it finds\n"
2164 " // itself inside solid, then jitters forward and back using decreasing\n"
2165 " // amounts to find the impact\n"
2166 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2167 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2168 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2169 " float3 RT = float3(TexCoord, 1);\n"
2170 " OffsetVector *= 0.1;\n"
2171 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2172 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2173 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2174 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2175 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2176 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2177 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2178 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2179 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2180 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2181 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2182 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2183 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2184 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2187 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2188 " // this basically moves forward the full distance, and then backs up based\n"
2189 " // on height of samples\n"
2190 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2191 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2192 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2193 " TexCoord += OffsetVector;\n"
2194 " OffsetVector *= 0.333;\n"
2195 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2196 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2197 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2198 " return TexCoord;\n"
2201 "#endif // USEOFFSETMAPPING\n"
2203 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2204 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2205 "# ifdef USESHADOWMAPORTHO\n"
2206 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2208 "# ifdef USESHADOWMAPVSDCT\n"
2209 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2211 " float3 adir = abs(dir);\n"
2212 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2213 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2214 " return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2217 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2219 " float3 adir = abs(dir);\n"
2220 " float ma = adir.z;\n"
2221 " float4 proj = float4(dir, 2.5);\n"
2222 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2223 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2224 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2225 " 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"
2229 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2231 "#ifdef USESHADOWMAPCUBE\n"
2232 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2234 " float3 adir = abs(dir);\n"
2235 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2239 "# ifdef USESHADOWMAPRECT\n"
2240 "#ifdef USESHADOWMAPVSDCT\n"
2241 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2243 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2246 "#ifdef USESHADOWMAPVSDCT\n"
2247 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2249 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2252 "# ifdef USESHADOWSAMPLER\n"
2254 "# ifdef USESHADOWMAPPCF\n"
2255 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2256 " 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"
2258 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# if USESHADOWMAPPCF > 1\n"
2265 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2266 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2267 " 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"
2268 " 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"
2269 " 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"
2270 " 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"
2271 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2272 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2275 " float2 offset = frac(shadowmaptc.xy);\n"
2276 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2277 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2278 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2279 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2280 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2283 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2287 "# ifdef USESHADOWMAPORTHO\n"
2288 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2295 "# ifdef USESHADOWMAP2D\n"
2296 "#ifdef USESHADOWMAPVSDCT\n"
2297 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2299 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2302 "#ifdef USESHADOWMAPVSDCT\n"
2303 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2305 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2309 "# ifdef USESHADOWSAMPLER\n"
2310 "# ifdef USESHADOWMAPPCF\n"
2311 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2312 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2313 " 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"
2315 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2318 "# ifdef USESHADOWMAPPCF\n"
2319 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2320 "# ifdef GL_ARB_texture_gather\n"
2321 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2323 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2325 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2326 "# if USESHADOWMAPPCF > 1\n"
2327 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2328 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2329 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2330 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2331 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2332 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2333 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2334 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2335 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2336 " float4 locols = float4(group1.ab, group3.ab);\n"
2337 " float4 hicols = float4(group7.rg, group9.rg);\n"
2338 " locols.yz += group2.ab;\n"
2339 " hicols.yz += group8.rg;\n"
2340 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2341 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2342 " lerp(locols, hicols, offset.y);\n"
2343 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2344 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2345 " f = dot(cols, float4(1.0/25.0));\n"
2347 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2348 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2349 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2350 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2351 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2352 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2353 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2356 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2357 "# if USESHADOWMAPPCF > 1\n"
2358 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2359 " center *= ShadowMap_TextureScale;\n"
2360 " 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"
2361 " 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"
2362 " 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"
2363 " 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"
2364 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2365 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2367 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2368 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2369 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2370 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2371 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2372 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2376 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2379 "# ifdef USESHADOWMAPORTHO\n"
2380 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2387 "# ifdef USESHADOWMAPCUBE\n"
2388 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2390 " // apply depth texture cubemap as light filter\n"
2391 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2393 "# ifdef USESHADOWSAMPLER\n"
2394 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2396 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2401 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2402 "#endif // FRAGMENT_SHADER\n"
2407 "#ifdef MODE_DEFERREDGEOMETRY\n"
2408 "#ifdef VERTEX_SHADER\n"
2411 "float4 gl_Vertex : POSITION,\n"
2412 "uniform float4x4 ModelViewProjectionMatrix,\n"
2413 "#ifdef USEVERTEXTEXTUREBLEND\n"
2414 "float4 gl_Color : COLOR0,\n"
2416 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2417 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2418 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2419 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2420 "uniform float4x4 TexMatrix,\n"
2421 "#ifdef USEVERTEXTEXTUREBLEND\n"
2422 "uniform float4x4 BackgroundTexMatrix,\n"
2424 "uniform float4x4 ModelViewMatrix,\n"
2425 "#ifdef USEOFFSETMAPPING\n"
2426 "uniform float3 EyePosition,\n"
2428 "out float4 gl_Position : POSITION,\n"
2429 "out float4 gl_FrontColor : COLOR,\n"
2430 "out float4 TexCoordBoth : TEXCOORD0,\n"
2431 "#ifdef USEOFFSETMAPPING\n"
2432 "out float3 EyeVector : TEXCOORD2,\n"
2434 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2435 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2436 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2439 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 " gl_FrontColor = gl_Color;\n"
2442 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2445 " // transform unnormalized eye direction into tangent space\n"
2446 "#ifdef USEOFFSETMAPPING\n"
2447 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2448 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2449 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2450 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2453 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2454 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2455 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2456 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2458 "#endif // VERTEX_SHADER\n"
2460 "#ifdef FRAGMENT_SHADER\n"
2463 "float4 TexCoordBoth : TEXCOORD0,\n"
2464 "float3 EyeVector : TEXCOORD2,\n"
2465 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2466 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2467 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2468 "uniform sampler2D Texture_Normal,\n"
2469 "#ifdef USEALPHAKILL\n"
2470 "uniform sampler2D Texture_Color,\n"
2472 "uniform sampler2D Texture_Gloss,\n"
2473 "#ifdef USEVERTEXTEXTUREBLEND\n"
2474 "uniform sampler2D Texture_SecondaryNormal,\n"
2475 "uniform sampler2D Texture_SecondaryGloss,\n"
2477 "#ifdef USEOFFSETMAPPING\n"
2478 "uniform float OffsetMapping_Scale,\n"
2480 "uniform half SpecularPower,\n"
2481 "out float4 gl_FragColor : COLOR\n"
2484 " float2 TexCoord = TexCoordBoth.xy;\n"
2485 "#ifdef USEOFFSETMAPPING\n"
2486 " // apply offsetmapping\n"
2487 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2488 "#define TexCoord TexCoordOffset\n"
2491 "#ifdef USEALPHAKILL\n"
2492 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2498 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2499 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2500 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2503 "#ifdef USEVERTEXTEXTUREBLEND\n"
2504 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2505 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2507 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2508 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2511 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2513 "#endif // FRAGMENT_SHADER\n"
2514 "#else // !MODE_DEFERREDGEOMETRY\n"
2519 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2520 "#ifdef VERTEX_SHADER\n"
2523 "float4 gl_Vertex : POSITION,\n"
2524 "uniform float4x4 ModelViewProjectionMatrix,\n"
2525 "uniform float4x4 ModelViewMatrix,\n"
2526 "out float4 gl_Position : POSITION,\n"
2527 "out float4 ModelViewPosition : TEXCOORD0\n"
2530 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2531 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2533 "#endif // VERTEX_SHADER\n"
2535 "#ifdef FRAGMENT_SHADER\n"
2538 "float2 Pixel : WPOS,\n"
2539 "float4 ModelViewPosition : TEXCOORD0,\n"
2540 "uniform float4x4 ViewToLight,\n"
2541 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2542 "uniform float3 LightPosition,\n"
2543 "uniform half2 PixelToScreenTexCoord,\n"
2544 "uniform half3 DeferredColor_Ambient,\n"
2545 "uniform half3 DeferredColor_Diffuse,\n"
2546 "#ifdef USESPECULAR\n"
2547 "uniform half3 DeferredColor_Specular,\n"
2548 "uniform half SpecularPower,\n"
2550 "uniform sampler2D Texture_Attenuation,\n"
2551 "uniform sampler2D Texture_ScreenDepth,\n"
2552 "uniform sampler2D Texture_ScreenNormalMap,\n"
2554 "#ifdef USESHADOWMAPRECT\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2558 "uniform samplerRECT Texture_ShadowMapRect,\n"
2562 "#ifdef USESHADOWMAP2D\n"
2563 "# ifdef USESHADOWSAMPLER\n"
2564 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2566 "uniform sampler2D Texture_ShadowMap2D,\n"
2570 "#ifdef USESHADOWMAPVSDCT\n"
2571 "uniform samplerCUBE Texture_CubeProjection,\n"
2574 "#ifdef USESHADOWMAPCUBE\n"
2575 "# ifdef USESHADOWSAMPLER\n"
2576 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2578 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2582 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2583 "uniform float2 ShadowMap_TextureScale,\n"
2584 "uniform float4 ShadowMap_Parameters,\n"
2587 "out float4 gl_FragData0 : COLOR0,\n"
2588 "out float4 gl_FragData1 : COLOR1\n"
2591 " // calculate viewspace pixel position\n"
2592 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2593 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2594 " float3 position;\n"
2595 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2596 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2597 " // decode viewspace pixel normal\n"
2598 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2599 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2600 " // surfacenormal = pixel normal in viewspace\n"
2601 " // LightVector = pixel to light in viewspace\n"
2602 " // CubeVector = position in lightspace\n"
2603 " // eyevector = pixel to view in viewspace\n"
2604 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2605 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2606 "#ifdef USEDIFFUSE\n"
2607 " // calculate diffuse shading\n"
2608 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2609 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2611 "#ifdef USESPECULAR\n"
2612 " // calculate directional shading\n"
2613 " float3 eyevector = position * -1.0;\n"
2614 "# ifdef USEEXACTSPECULARMATH\n"
2615 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2617 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2618 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2622 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2623 " fade *= ShadowMapCompare(CubeVector,\n"
2624 "# if defined(USESHADOWMAP2D)\n"
2625 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2627 "# if defined(USESHADOWMAPRECT)\n"
2628 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2630 "# if defined(USESHADOWMAPCUBE)\n"
2631 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2634 "#ifdef USESHADOWMAPVSDCT\n"
2635 ", Texture_CubeProjection\n"
2640 "#ifdef USEDIFFUSE\n"
2641 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2643 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2645 "#ifdef USESPECULAR\n"
2646 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2648 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2651 "# ifdef USECUBEFILTER\n"
2652 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2653 " gl_FragData0.rgb *= cubecolor;\n"
2654 " gl_FragData1.rgb *= cubecolor;\n"
2657 "#endif // FRAGMENT_SHADER\n"
2658 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2663 "#ifdef VERTEX_SHADER\n"
2666 "float4 gl_Vertex : POSITION,\n"
2667 "uniform float4x4 ModelViewProjectionMatrix,\n"
2668 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2669 "float4 gl_Color : COLOR0,\n"
2671 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2672 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2673 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2674 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2675 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2677 "uniform float3 EyePosition,\n"
2678 "uniform float4x4 TexMatrix,\n"
2679 "#ifdef USEVERTEXTEXTUREBLEND\n"
2680 "uniform float4x4 BackgroundTexMatrix,\n"
2682 "#ifdef MODE_LIGHTSOURCE\n"
2683 "uniform float4x4 ModelToLight,\n"
2685 "#ifdef MODE_LIGHTSOURCE\n"
2686 "uniform float3 LightPosition,\n"
2688 "#ifdef MODE_LIGHTDIRECTION\n"
2689 "uniform float3 LightDir,\n"
2691 "uniform float4 FogPlane,\n"
2692 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2693 "uniform float3 LightPosition,\n"
2695 "#ifdef USESHADOWMAPORTHO\n"
2696 "uniform float4x4 ShadowMapMatrix,\n"
2699 "out float4 gl_FrontColor : COLOR,\n"
2700 "out float4 TexCoordBoth : TEXCOORD0,\n"
2701 "#ifdef USELIGHTMAP\n"
2702 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2704 "#ifdef USEEYEVECTOR\n"
2705 "out float3 EyeVector : TEXCOORD2,\n"
2707 "#ifdef USEREFLECTION\n"
2708 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2711 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2713 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2714 "out float3 LightVector : TEXCOORD1,\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "out float3 CubeVector : TEXCOORD3,\n"
2719 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2720 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2721 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2722 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2724 "#ifdef USESHADOWMAPORTHO\n"
2725 "out float3 ShadowMapTC : TEXCOORD8,\n"
2727 "out float4 gl_Position : POSITION\n"
2730 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2731 " gl_FrontColor = gl_Color;\n"
2733 " // copy the surface texcoord\n"
2734 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2735 "#ifdef USEVERTEXTEXTUREBLEND\n"
2736 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2738 "#ifdef USELIGHTMAP\n"
2739 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 " // transform vertex position into light attenuation/cubemap space\n"
2744 " // (-1 to +1 across the light box)\n"
2745 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2747 "# ifdef USEDIFFUSE\n"
2748 " // transform unnormalized light direction into tangent space\n"
2749 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2750 " // normalize it per pixel)\n"
2751 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2752 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2753 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2754 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2758 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2759 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2760 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2761 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2764 " // transform unnormalized eye direction into tangent space\n"
2765 "#ifdef USEEYEVECTOR\n"
2766 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2767 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2768 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2769 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2773 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2774 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2777 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2778 " VectorS = gl_MultiTexCoord1.xyz;\n"
2779 " VectorT = gl_MultiTexCoord2.xyz;\n"
2780 " VectorR = gl_MultiTexCoord3.xyz;\n"
2783 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2784 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2790 "#ifdef USEREFLECTION\n"
2791 " ModelViewProjectionPosition = gl_Position;\n"
2794 "#endif // VERTEX_SHADER\n"
2799 "#ifdef FRAGMENT_SHADER\n"
2802 "#ifdef USEDEFERREDLIGHTMAP\n"
2803 "float2 Pixel : WPOS,\n"
2805 "float4 gl_FrontColor : COLOR,\n"
2806 "float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "float3 CubeVector : TEXCOORD3,\n"
2825 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2826 "float4 ModelViewPosition : TEXCOORD0,\n"
2828 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2829 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2830 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2831 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2833 "#ifdef USESHADOWMAPORTHO\n"
2834 "float3 ShadowMapTC : TEXCOORD8,\n"
2837 "uniform sampler2D Texture_Normal,\n"
2838 "uniform sampler2D Texture_Color,\n"
2839 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2840 "uniform sampler2D Texture_Gloss,\n"
2843 "uniform sampler2D Texture_Glow,\n"
2845 "#ifdef USEVERTEXTEXTUREBLEND\n"
2846 "uniform sampler2D Texture_SecondaryNormal,\n"
2847 "uniform sampler2D Texture_SecondaryColor,\n"
2848 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2849 "uniform sampler2D Texture_SecondaryGloss,\n"
2852 "uniform sampler2D Texture_SecondaryGlow,\n"
2855 "#ifdef USECOLORMAPPING\n"
2856 "uniform sampler2D Texture_Pants,\n"
2857 "uniform sampler2D Texture_Shirt,\n"
2860 "uniform sampler2D Texture_FogMask,\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "uniform sampler2D Texture_Lightmap,\n"
2865 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2866 "uniform sampler2D Texture_Deluxemap,\n"
2868 "#ifdef USEREFLECTION\n"
2869 "uniform sampler2D Texture_Reflection,\n"
2872 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2873 "uniform sampler2D Texture_ScreenDepth,\n"
2874 "uniform sampler2D Texture_ScreenNormalMap,\n"
2876 "#ifdef USEDEFERREDLIGHTMAP\n"
2877 "uniform sampler2D Texture_ScreenDiffuse,\n"
2878 "uniform sampler2D Texture_ScreenSpecular,\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform half3 Color_Pants,\n"
2883 "uniform half3 Color_Shirt,\n"
2886 "uniform float3 FogColor,\n"
2887 "uniform float FogRangeRecip,\n"
2888 "uniform float FogPlaneViewDist,\n"
2889 "uniform float FogHeightFade,\n"
2892 "#ifdef USEOFFSETMAPPING\n"
2893 "uniform float OffsetMapping_Scale,\n"
2896 "#ifdef USEDEFERREDLIGHTMAP\n"
2897 "uniform half2 PixelToScreenTexCoord,\n"
2898 "uniform half3 DeferredMod_Diffuse,\n"
2899 "uniform half3 DeferredMod_Specular,\n"
2901 "uniform half3 Color_Ambient,\n"
2902 "uniform half3 Color_Diffuse,\n"
2903 "uniform half3 Color_Specular,\n"
2904 "uniform half SpecularPower,\n"
2906 "uniform half3 Color_Glow,\n"
2908 "uniform half Alpha,\n"
2909 "#ifdef USEREFLECTION\n"
2910 "uniform float4 DistortScaleRefractReflect,\n"
2911 "uniform float4 ScreenScaleRefractReflect,\n"
2912 "uniform float4 ScreenCenterRefractReflect,\n"
2913 "uniform half4 ReflectColor,\n"
2915 "#ifdef USEREFLECTCUBE\n"
2916 "uniform float4x4 ModelToReflectCube,\n"
2917 "uniform sampler2D Texture_ReflectMask,\n"
2918 "uniform samplerCUBE Texture_ReflectCube,\n"
2920 "#ifdef MODE_LIGHTDIRECTION\n"
2921 "uniform half3 LightColor,\n"
2923 "#ifdef MODE_LIGHTSOURCE\n"
2924 "uniform half3 LightColor,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2928 "uniform sampler2D Texture_Attenuation,\n"
2929 "uniform samplerCUBE Texture_Cube,\n"
2932 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2934 "#ifdef USESHADOWMAPRECT\n"
2935 "# ifdef USESHADOWSAMPLER\n"
2936 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2938 "uniform samplerRECT Texture_ShadowMapRect,\n"
2942 "#ifdef USESHADOWMAP2D\n"
2943 "# ifdef USESHADOWSAMPLER\n"
2944 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2946 "uniform sampler2D Texture_ShadowMap2D,\n"
2950 "#ifdef USESHADOWMAPVSDCT\n"
2951 "uniform samplerCUBE Texture_CubeProjection,\n"
2954 "#ifdef USESHADOWMAPCUBE\n"
2955 "# ifdef USESHADOWSAMPLER\n"
2956 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2958 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2962 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2963 "uniform float2 ShadowMap_TextureScale,\n"
2964 "uniform float4 ShadowMap_Parameters,\n"
2966 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2968 "out float4 gl_FragColor : COLOR\n"
2971 " float2 TexCoord = TexCoordBoth.xy;\n"
2972 "#ifdef USEVERTEXTEXTUREBLEND\n"
2973 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2975 "#ifdef USEOFFSETMAPPING\n"
2976 " // apply offsetmapping\n"
2977 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2978 "#define TexCoord TexCoordOffset\n"
2981 " // combine the diffuse textures (base, pants, shirt)\n"
2982 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2983 "#ifdef USEALPHAKILL\n"
2984 " if (color.a < 0.5)\n"
2987 " color.a *= Alpha;\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2991 "#ifdef USEVERTEXTEXTUREBLEND\n"
2992 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2993 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2994 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2995 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2997 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3000 " // get the surface normal\n"
3001 "#ifdef USEVERTEXTEXTUREBLEND\n"
3002 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3004 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3007 " // get the material colors\n"
3008 " half3 diffusetex = color.rgb;\n"
3009 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3010 "# ifdef USEVERTEXTEXTUREBLEND\n"
3011 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3013 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3019 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3020 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3021 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3027 "#ifdef MODE_LIGHTSOURCE\n"
3028 " // light source\n"
3029 "#ifdef USEDIFFUSE\n"
3030 " half3 lightnormal = half3(normalize(LightVector));\n"
3031 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3032 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3033 "#ifdef USESPECULAR\n"
3034 "#ifdef USEEXACTSPECULARMATH\n"
3035 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3037 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3038 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3040 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3043 " color.rgb = diffusetex * Color_Ambient;\n"
3045 " color.rgb *= LightColor;\n"
3046 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3048 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3049 "# if defined(USESHADOWMAP2D)\n"
3050 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3052 "# if defined(USESHADOWMAPRECT)\n"
3053 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3055 "# if defined(USESHADOWMAPCUBE)\n"
3056 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 ", Texture_CubeProjection\n"
3065 "# ifdef USECUBEFILTER\n"
3066 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3068 "#endif // MODE_LIGHTSOURCE\n"
3073 "#ifdef MODE_LIGHTDIRECTION\n"
3075 "#ifdef USEDIFFUSE\n"
3076 " half3 lightnormal = half3(normalize(LightVector));\n"
3078 "#define lightcolor LightColor\n"
3079 "#endif // MODE_LIGHTDIRECTION\n"
3080 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3082 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3083 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3084 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3085 " // convert modelspace light vector to tangentspace\n"
3086 " half3 lightnormal;\n"
3087 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3088 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3089 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3090 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3091 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3092 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3093 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3094 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3095 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3096 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3097 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3098 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3099 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3100 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3101 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3103 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3104 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3105 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 "#ifdef MODE_LIGHTMAP\n"
3112 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3113 "#endif // MODE_LIGHTMAP\n"
3114 "#ifdef MODE_VERTEXCOLOR\n"
3115 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3116 "#endif // MODE_VERTEXCOLOR\n"
3117 "#ifdef MODE_FLATCOLOR\n"
3118 " color.rgb = diffusetex * Color_Ambient;\n"
3119 "#endif // MODE_FLATCOLOR\n"
3125 "# ifdef USEDIFFUSE\n"
3126 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3127 "# ifdef USESPECULAR\n"
3128 "# ifdef USEEXACTSPECULARMATH\n"
3129 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3131 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3132 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3134 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3136 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3139 " color.rgb = diffusetex * Color_Ambient;\n"
3143 "#ifdef USESHADOWMAPORTHO\n"
3144 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3145 "# if defined(USESHADOWMAP2D)\n"
3146 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3148 "# if defined(USESHADOWMAPRECT)\n"
3149 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3154 "#ifdef USEDEFERREDLIGHTMAP\n"
3155 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3156 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3157 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3161 "#ifdef USEVERTEXTEXTUREBLEND\n"
3162 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3164 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3169 "#ifdef MODE_LIGHTSOURCE\n"
3170 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3172 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3176 " // 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"
3177 "#ifdef USEREFLECTION\n"
3178 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3179 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3180 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3181 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3182 " // FIXME temporary hack to detect the case that the reflection\n"
3183 " // gets blackened at edges due to leaving the area that contains actual\n"
3185 " // Remove this 'ack once we have a better way to stop this thing from\n"
3187 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3188 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3189 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3190 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3191 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3192 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3195 " gl_FragColor = float4(color);\n"
3197 "#endif // FRAGMENT_SHADER\n"
3199 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3200 "#endif // !MODE_DEFERREDGEOMETRY\n"
3201 "#endif // !MODE_WATER\n"
3202 "#endif // !MODE_REFRACTION\n"
3203 "#endif // !MODE_BLOOMBLUR\n"
3204 "#endif // !MODE_GENERIC\n"
3205 "#endif // !MODE_POSTPROCESS\n"
3206 "#endif // !MODE_SHOWDEPTH\n"
3207 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3210 char *glslshaderstring = NULL;
3211 char *cgshaderstring = NULL;
3213 //=======================================================================================================================================================
3215 typedef struct shaderpermutationinfo_s
3217 const char *pretext;
3220 shaderpermutationinfo_t;
3222 typedef struct shadermodeinfo_s
3224 const char *vertexfilename;
3225 const char *geometryfilename;
3226 const char *fragmentfilename;
3227 const char *pretext;
3232 typedef enum shaderpermutation_e
3234 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3235 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3236 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3237 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3238 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3239 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3240 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3241 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3242 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3243 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3244 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3245 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3246 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3247 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3248 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3249 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3250 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3251 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3252 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3253 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3254 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3255 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3256 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3257 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3258 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3259 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3260 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3261 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3262 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3263 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3265 shaderpermutation_t;
3267 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3268 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3270 {"#define USEDIFFUSE\n", " diffuse"},
3271 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3272 {"#define USEVIEWTINT\n", " viewtint"},
3273 {"#define USECOLORMAPPING\n", " colormapping"},
3274 {"#define USESATURATION\n", " saturation"},
3275 {"#define USEFOGINSIDE\n", " foginside"},
3276 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3277 {"#define USEGAMMARAMPS\n", " gammaramps"},
3278 {"#define USECUBEFILTER\n", " cubefilter"},
3279 {"#define USEGLOW\n", " glow"},
3280 {"#define USEBLOOM\n", " bloom"},
3281 {"#define USESPECULAR\n", " specular"},
3282 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3283 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3284 {"#define USEREFLECTION\n", " reflection"},
3285 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3286 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3287 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3288 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3289 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3290 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3291 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3292 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3293 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3294 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3295 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3296 {"#define USEALPHAKILL\n", " alphakill"},
3297 {"#define USEREFLECTCUBE\n", " reflectcube"},
3300 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3301 typedef enum shadermode_e
3303 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3304 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3305 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3306 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3307 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3308 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3309 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3310 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3311 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3312 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3313 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3314 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3315 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3316 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3317 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3322 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3323 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3325 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3326 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3327 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3328 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3329 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3330 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3331 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3332 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3333 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3334 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3335 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3336 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3337 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3338 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3339 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3343 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3345 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3346 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3347 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3348 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3349 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3350 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3351 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3352 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3353 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3354 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3355 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3356 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3357 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3358 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3359 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3363 struct r_glsl_permutation_s;
3364 typedef struct r_glsl_permutation_s
3366 /// hash lookup data
3367 struct r_glsl_permutation_s *hashnext;
3369 unsigned int permutation;
3371 /// indicates if we have tried compiling this permutation already
3373 /// 0 if compilation failed
3375 /// locations of detected uniforms in program object, or -1 if not found
3376 int loc_Texture_First;
3377 int loc_Texture_Second;
3378 int loc_Texture_GammaRamps;
3379 int loc_Texture_Normal;
3380 int loc_Texture_Color;
3381 int loc_Texture_Gloss;
3382 int loc_Texture_Glow;
3383 int loc_Texture_SecondaryNormal;
3384 int loc_Texture_SecondaryColor;
3385 int loc_Texture_SecondaryGloss;
3386 int loc_Texture_SecondaryGlow;
3387 int loc_Texture_Pants;
3388 int loc_Texture_Shirt;
3389 int loc_Texture_FogMask;
3390 int loc_Texture_Lightmap;
3391 int loc_Texture_Deluxemap;
3392 int loc_Texture_Attenuation;
3393 int loc_Texture_Cube;
3394 int loc_Texture_Refraction;
3395 int loc_Texture_Reflection;
3396 int loc_Texture_ShadowMapRect;
3397 int loc_Texture_ShadowMapCube;
3398 int loc_Texture_ShadowMap2D;
3399 int loc_Texture_CubeProjection;
3400 int loc_Texture_ScreenDepth;
3401 int loc_Texture_ScreenNormalMap;
3402 int loc_Texture_ScreenDiffuse;
3403 int loc_Texture_ScreenSpecular;
3404 int loc_Texture_ReflectMask;
3405 int loc_Texture_ReflectCube;
3407 int loc_BloomBlur_Parameters;
3409 int loc_Color_Ambient;
3410 int loc_Color_Diffuse;
3411 int loc_Color_Specular;
3413 int loc_Color_Pants;
3414 int loc_Color_Shirt;
3415 int loc_DeferredColor_Ambient;
3416 int loc_DeferredColor_Diffuse;
3417 int loc_DeferredColor_Specular;
3418 int loc_DeferredMod_Diffuse;
3419 int loc_DeferredMod_Specular;
3420 int loc_DistortScaleRefractReflect;
3421 int loc_EyePosition;
3423 int loc_FogHeightFade;
3425 int loc_FogPlaneViewDist;
3426 int loc_FogRangeRecip;
3429 int loc_LightPosition;
3430 int loc_OffsetMapping_Scale;
3432 int loc_ReflectColor;
3433 int loc_ReflectFactor;
3434 int loc_ReflectOffset;
3435 int loc_RefractColor;
3437 int loc_ScreenCenterRefractReflect;
3438 int loc_ScreenScaleRefractReflect;
3439 int loc_ScreenToDepth;
3440 int loc_ShadowMap_Parameters;
3441 int loc_ShadowMap_TextureScale;
3442 int loc_SpecularPower;
3447 int loc_ViewTintColor;
3448 int loc_ViewToLight;
3449 int loc_ModelToLight;
3451 int loc_BackgroundTexMatrix;
3452 int loc_ModelViewProjectionMatrix;
3453 int loc_ModelViewMatrix;
3454 int loc_PixelToScreenTexCoord;
3455 int loc_ModelToReflectCube;
3456 int loc_ShadowMapMatrix;
3458 r_glsl_permutation_t;
3460 #define SHADERPERMUTATION_HASHSIZE 256
3462 /// information about each possible shader permutation
3463 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3464 /// currently selected permutation
3465 r_glsl_permutation_t *r_glsl_permutation;
3466 /// storage for permutations linked in the hash table
3467 memexpandablearray_t r_glsl_permutationarray;
3469 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3471 //unsigned int hashdepth = 0;
3472 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3473 r_glsl_permutation_t *p;
3474 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3476 if (p->mode == mode && p->permutation == permutation)
3478 //if (hashdepth > 10)
3479 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3484 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3486 p->permutation = permutation;
3487 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3488 r_glsl_permutationhash[mode][hashindex] = p;
3489 //if (hashdepth > 10)
3490 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3494 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3497 if (!filename || !filename[0])
3499 if (!strcmp(filename, "glsl/default.glsl"))
3501 if (!glslshaderstring)
3503 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3504 if (glslshaderstring)
3505 Con_DPrintf("Loading shaders from file %s...\n", filename);
3507 glslshaderstring = (char *)builtinshaderstring;
3509 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3510 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3511 return shaderstring;
3513 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3516 if (printfromdisknotice)
3517 Con_DPrintf("from disk %s... ", filename);
3518 return shaderstring;
3520 return shaderstring;
3523 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3526 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3527 int vertstrings_count = 0;
3528 int geomstrings_count = 0;
3529 int fragstrings_count = 0;
3530 char *vertexstring, *geometrystring, *fragmentstring;
3531 const char *vertstrings_list[32+3];
3532 const char *geomstrings_list[32+3];
3533 const char *fragstrings_list[32+3];
3534 char permutationname[256];
3541 permutationname[0] = 0;
3542 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3543 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3544 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3546 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3548 // the first pretext is which type of shader to compile as
3549 // (later these will all be bound together as a program object)
3550 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3551 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3552 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3554 // the second pretext is the mode (for example a light source)
3555 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3556 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3557 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3558 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3560 // now add all the permutation pretexts
3561 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3563 if (permutation & (1<<i))
3565 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3566 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3567 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3568 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3572 // keep line numbers correct
3573 vertstrings_list[vertstrings_count++] = "\n";
3574 geomstrings_list[geomstrings_count++] = "\n";
3575 fragstrings_list[fragstrings_count++] = "\n";
3579 // now append the shader text itself
3580 vertstrings_list[vertstrings_count++] = vertexstring;
3581 geomstrings_list[geomstrings_count++] = geometrystring;
3582 fragstrings_list[fragstrings_count++] = fragmentstring;
3584 // if any sources were NULL, clear the respective list
3586 vertstrings_count = 0;
3587 if (!geometrystring)
3588 geomstrings_count = 0;
3589 if (!fragmentstring)
3590 fragstrings_count = 0;
3592 // compile the shader program
3593 if (vertstrings_count + geomstrings_count + fragstrings_count)
3594 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3598 qglUseProgramObjectARB(p->program);CHECKGLERROR
3599 // look up all the uniform variable names we care about, so we don't
3600 // have to look them up every time we set them
3602 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3603 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3604 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3605 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3606 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3607 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3608 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3609 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3610 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3611 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3612 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3613 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3614 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3615 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3616 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3617 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3618 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3619 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3620 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3621 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3622 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3623 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3624 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3625 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3626 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3627 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3628 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3629 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3630 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3631 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3632 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3633 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3634 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3635 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3636 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3637 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3638 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3639 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3640 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3641 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3642 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3643 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3644 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3645 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3646 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3647 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3648 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3649 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3650 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3651 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3652 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3653 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3654 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3655 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3656 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3657 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3658 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3659 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3660 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3661 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3662 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3663 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3664 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3665 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3666 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3667 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3668 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3669 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3670 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3671 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3672 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3673 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3674 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3675 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3676 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3677 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3678 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3679 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3680 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3681 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3682 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3683 // initialize the samplers to refer to the texture units we use
3684 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3685 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3686 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3687 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3688 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3689 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3690 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3691 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3692 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3693 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3694 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3695 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3696 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3697 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3698 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3699 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3700 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3701 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3702 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3703 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3704 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3705 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3706 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3707 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3708 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3709 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3710 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3711 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3712 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3713 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3715 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3718 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3722 Mem_Free(vertexstring);
3724 Mem_Free(geometrystring);
3726 Mem_Free(fragmentstring);
3729 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3731 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3732 if (r_glsl_permutation != perm)
3734 r_glsl_permutation = perm;
3735 if (!r_glsl_permutation->program)
3737 if (!r_glsl_permutation->compiled)
3738 R_GLSL_CompilePermutation(perm, mode, permutation);
3739 if (!r_glsl_permutation->program)
3741 // remove features until we find a valid permutation
3743 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3745 // reduce i more quickly whenever it would not remove any bits
3746 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3747 if (!(permutation & j))
3750 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3751 if (!r_glsl_permutation->compiled)
3752 R_GLSL_CompilePermutation(perm, mode, permutation);
3753 if (r_glsl_permutation->program)
3756 if (i >= SHADERPERMUTATION_COUNT)
3758 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3759 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3760 qglUseProgramObjectARB(0);CHECKGLERROR
3761 return; // no bit left to clear, entire mode is broken
3766 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3768 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3769 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3770 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3774 #include <Cg/cgGL.h>
3775 struct r_cg_permutation_s;
3776 typedef struct r_cg_permutation_s
3778 /// hash lookup data
3779 struct r_cg_permutation_s *hashnext;
3781 unsigned int permutation;
3783 /// indicates if we have tried compiling this permutation already
3785 /// 0 if compilation failed
3788 /// locations of detected parameters in programs, or NULL if not found
3789 CGparameter vp_EyePosition;
3790 CGparameter vp_FogPlane;
3791 CGparameter vp_LightDir;
3792 CGparameter vp_LightPosition;
3793 CGparameter vp_ModelToLight;
3794 CGparameter vp_TexMatrix;
3795 CGparameter vp_BackgroundTexMatrix;
3796 CGparameter vp_ModelViewProjectionMatrix;
3797 CGparameter vp_ModelViewMatrix;
3798 CGparameter vp_ShadowMapMatrix;
3800 CGparameter fp_Texture_First;
3801 CGparameter fp_Texture_Second;
3802 CGparameter fp_Texture_GammaRamps;
3803 CGparameter fp_Texture_Normal;
3804 CGparameter fp_Texture_Color;
3805 CGparameter fp_Texture_Gloss;
3806 CGparameter fp_Texture_Glow;
3807 CGparameter fp_Texture_SecondaryNormal;
3808 CGparameter fp_Texture_SecondaryColor;
3809 CGparameter fp_Texture_SecondaryGloss;
3810 CGparameter fp_Texture_SecondaryGlow;
3811 CGparameter fp_Texture_Pants;
3812 CGparameter fp_Texture_Shirt;
3813 CGparameter fp_Texture_FogMask;
3814 CGparameter fp_Texture_Lightmap;
3815 CGparameter fp_Texture_Deluxemap;
3816 CGparameter fp_Texture_Attenuation;
3817 CGparameter fp_Texture_Cube;
3818 CGparameter fp_Texture_Refraction;
3819 CGparameter fp_Texture_Reflection;
3820 CGparameter fp_Texture_ShadowMapRect;
3821 CGparameter fp_Texture_ShadowMapCube;
3822 CGparameter fp_Texture_ShadowMap2D;
3823 CGparameter fp_Texture_CubeProjection;
3824 CGparameter fp_Texture_ScreenDepth;
3825 CGparameter fp_Texture_ScreenNormalMap;
3826 CGparameter fp_Texture_ScreenDiffuse;
3827 CGparameter fp_Texture_ScreenSpecular;
3828 CGparameter fp_Texture_ReflectMask;
3829 CGparameter fp_Texture_ReflectCube;
3830 CGparameter fp_Alpha;
3831 CGparameter fp_BloomBlur_Parameters;
3832 CGparameter fp_ClientTime;
3833 CGparameter fp_Color_Ambient;
3834 CGparameter fp_Color_Diffuse;
3835 CGparameter fp_Color_Specular;
3836 CGparameter fp_Color_Glow;
3837 CGparameter fp_Color_Pants;
3838 CGparameter fp_Color_Shirt;
3839 CGparameter fp_DeferredColor_Ambient;
3840 CGparameter fp_DeferredColor_Diffuse;
3841 CGparameter fp_DeferredColor_Specular;
3842 CGparameter fp_DeferredMod_Diffuse;
3843 CGparameter fp_DeferredMod_Specular;
3844 CGparameter fp_DistortScaleRefractReflect;
3845 CGparameter fp_EyePosition;
3846 CGparameter fp_FogColor;
3847 CGparameter fp_FogHeightFade;
3848 CGparameter fp_FogPlane;
3849 CGparameter fp_FogPlaneViewDist;
3850 CGparameter fp_FogRangeRecip;
3851 CGparameter fp_LightColor;
3852 CGparameter fp_LightDir;
3853 CGparameter fp_LightPosition;
3854 CGparameter fp_OffsetMapping_Scale;
3855 CGparameter fp_PixelSize;
3856 CGparameter fp_ReflectColor;
3857 CGparameter fp_ReflectFactor;
3858 CGparameter fp_ReflectOffset;
3859 CGparameter fp_RefractColor;
3860 CGparameter fp_Saturation;
3861 CGparameter fp_ScreenCenterRefractReflect;
3862 CGparameter fp_ScreenScaleRefractReflect;
3863 CGparameter fp_ScreenToDepth;
3864 CGparameter fp_ShadowMap_Parameters;
3865 CGparameter fp_ShadowMap_TextureScale;
3866 CGparameter fp_SpecularPower;
3867 CGparameter fp_UserVec1;
3868 CGparameter fp_UserVec2;
3869 CGparameter fp_UserVec3;
3870 CGparameter fp_UserVec4;
3871 CGparameter fp_ViewTintColor;
3872 CGparameter fp_ViewToLight;
3873 CGparameter fp_PixelToScreenTexCoord;
3874 CGparameter fp_ModelToReflectCube;
3878 /// information about each possible shader permutation
3879 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3880 /// currently selected permutation
3881 r_cg_permutation_t *r_cg_permutation;
3882 /// storage for permutations linked in the hash table
3883 memexpandablearray_t r_cg_permutationarray;
3885 #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));}}
3887 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3889 //unsigned int hashdepth = 0;
3890 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3891 r_cg_permutation_t *p;
3892 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3894 if (p->mode == mode && p->permutation == permutation)
3896 //if (hashdepth > 10)
3897 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3902 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3904 p->permutation = permutation;
3905 p->hashnext = r_cg_permutationhash[mode][hashindex];
3906 r_cg_permutationhash[mode][hashindex] = p;
3907 //if (hashdepth > 10)
3908 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3912 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3915 if (!filename || !filename[0])
3917 if (!strcmp(filename, "cg/default.cg"))
3919 if (!cgshaderstring)
3921 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3923 Con_DPrintf("Loading shaders from file %s...\n", filename);
3925 cgshaderstring = (char *)builtincgshaderstring;
3927 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3928 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3929 return shaderstring;
3931 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3934 if (printfromdisknotice)
3935 Con_DPrintf("from disk %s... ", filename);
3936 return shaderstring;
3938 return shaderstring;
3941 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3943 // TODO: load or create .fp and .vp shader files
3946 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3949 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3950 int vertstrings_count = 0, vertstring_length = 0;
3951 int geomstrings_count = 0, geomstring_length = 0;
3952 int fragstrings_count = 0, fragstring_length = 0;
3954 char *vertexstring, *geometrystring, *fragmentstring;
3955 char *vertstring, *geomstring, *fragstring;
3956 const char *vertstrings_list[32+3];
3957 const char *geomstrings_list[32+3];
3958 const char *fragstrings_list[32+3];
3959 char permutationname[256];
3960 char cachename[256];
3961 CGprofile vertexProfile;
3962 CGprofile fragmentProfile;
3970 permutationname[0] = 0;
3972 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3973 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3974 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3976 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3977 strlcat(cachename, "cg/", sizeof(cachename));
3979 // the first pretext is which type of shader to compile as
3980 // (later these will all be bound together as a program object)
3981 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3982 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3983 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3985 // the second pretext is the mode (for example a light source)
3986 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3987 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3988 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3989 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3990 strlcat(cachename, modeinfo->name, sizeof(cachename));
3992 // now add all the permutation pretexts
3993 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3995 if (permutation & (1<<i))
3997 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3998 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3999 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4000 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4001 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4005 // keep line numbers correct
4006 vertstrings_list[vertstrings_count++] = "\n";
4007 geomstrings_list[geomstrings_count++] = "\n";
4008 fragstrings_list[fragstrings_count++] = "\n";
4012 // replace spaces in the cachename with _ characters
4013 for (i = 0;cachename[i];i++)
4014 if (cachename[i] == ' ')
4017 // now append the shader text itself
4018 vertstrings_list[vertstrings_count++] = vertexstring;
4019 geomstrings_list[geomstrings_count++] = geometrystring;
4020 fragstrings_list[fragstrings_count++] = fragmentstring;
4022 // if any sources were NULL, clear the respective list
4024 vertstrings_count = 0;
4025 if (!geometrystring)
4026 geomstrings_count = 0;
4027 if (!fragmentstring)
4028 fragstrings_count = 0;
4030 vertstring_length = 0;
4031 for (i = 0;i < vertstrings_count;i++)
4032 vertstring_length += strlen(vertstrings_list[i]);
4033 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4034 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4035 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4037 geomstring_length = 0;
4038 for (i = 0;i < geomstrings_count;i++)
4039 geomstring_length += strlen(geomstrings_list[i]);
4040 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4041 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4042 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4044 fragstring_length = 0;
4045 for (i = 0;i < fragstrings_count;i++)
4046 fragstring_length += strlen(fragstrings_list[i]);
4047 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4048 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4049 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4053 //vertexProfile = CG_PROFILE_ARBVP1;
4054 //fragmentProfile = CG_PROFILE_ARBFP1;
4055 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4056 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4057 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4058 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4059 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4062 // try to load the cached shader, or generate one
4063 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4065 // if caching failed, do a dynamic compile for now
4067 if (vertstring[0] && !p->vprogram)
4068 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4070 if (fragstring[0] && !p->fprogram)
4071 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4074 // look up all the uniform variable names we care about, so we don't
4075 // have to look them up every time we set them
4079 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4080 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4081 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4082 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4083 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4084 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4085 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4086 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4087 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4088 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4089 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4090 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4096 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4097 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4098 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4099 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4100 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4101 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4102 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4103 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4104 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4105 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4106 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4107 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4108 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4109 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4110 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4111 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4112 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4113 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4114 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4115 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4116 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4117 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4118 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4119 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4120 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4121 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4122 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4123 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4124 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4125 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4126 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4127 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4128 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4129 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4130 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4131 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4132 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4133 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4134 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4135 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4136 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4137 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4138 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4139 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4140 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4141 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4142 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4143 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4144 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4145 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4146 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4147 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4148 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4149 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4150 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4151 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4152 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4153 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4154 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4155 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4156 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4157 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4158 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4159 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4160 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4161 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4162 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4163 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4164 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4165 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4166 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4167 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4168 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4169 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4170 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4171 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4172 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4176 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4177 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4179 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4183 Mem_Free(vertstring);
4185 Mem_Free(geomstring);
4187 Mem_Free(fragstring);
4189 Mem_Free(vertexstring);
4191 Mem_Free(geometrystring);
4193 Mem_Free(fragmentstring);
4196 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4198 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4201 if (r_cg_permutation != perm)
4203 r_cg_permutation = perm;
4204 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4206 if (!r_cg_permutation->compiled)
4207 R_CG_CompilePermutation(perm, mode, permutation);
4208 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4210 // remove features until we find a valid permutation
4212 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4214 // reduce i more quickly whenever it would not remove any bits
4215 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4216 if (!(permutation & j))
4219 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4220 if (!r_cg_permutation->compiled)
4221 R_CG_CompilePermutation(perm, mode, permutation);
4222 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4225 if (i >= SHADERPERMUTATION_COUNT)
4227 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4228 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4229 return; // no bit left to clear, entire mode is broken
4235 if (r_cg_permutation->vprogram)
4237 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4238 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4239 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4243 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4244 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4246 if (r_cg_permutation->fprogram)
4248 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4249 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4250 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4254 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4255 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4259 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4260 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4261 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4264 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4266 cgGLSetTextureParameter(param, R_GetTexture(tex));
4267 cgGLEnableTextureParameter(param);
4271 void R_GLSL_Restart_f(void)
4273 unsigned int i, limit;
4274 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4275 Mem_Free(glslshaderstring);
4276 glslshaderstring = NULL;
4277 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4278 Mem_Free(cgshaderstring);
4279 cgshaderstring = NULL;
4280 switch(vid.renderpath)
4282 case RENDERPATH_GL20:
4284 r_glsl_permutation_t *p;
4285 r_glsl_permutation = NULL;
4286 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4287 for (i = 0;i < limit;i++)
4289 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4291 GL_Backend_FreeProgram(p->program);
4292 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4295 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4298 case RENDERPATH_CGGL:
4301 r_cg_permutation_t *p;
4302 r_cg_permutation = NULL;
4303 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4304 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4305 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4306 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4307 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4308 for (i = 0;i < limit;i++)
4310 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4313 cgDestroyProgram(p->vprogram);
4315 cgDestroyProgram(p->fprogram);
4316 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4319 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4323 case RENDERPATH_GL13:
4324 case RENDERPATH_GL11:
4329 void R_GLSL_DumpShader_f(void)
4334 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4337 FS_Print(file, "/* The engine may define the following macros:\n");
4338 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4339 for (i = 0;i < SHADERMODE_COUNT;i++)
4340 FS_Print(file, glslshadermodeinfo[i].pretext);
4341 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4342 FS_Print(file, shaderpermutationinfo[i].pretext);
4343 FS_Print(file, "*/\n");
4344 FS_Print(file, builtinshaderstring);
4346 Con_Printf("glsl/default.glsl written\n");
4349 Con_Printf("failed to write to glsl/default.glsl\n");
4352 file = FS_OpenRealFile("cg/default.cg", "w", false);
4355 FS_Print(file, "/* The engine may define the following macros:\n");
4356 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4357 for (i = 0;i < SHADERMODE_COUNT;i++)
4358 FS_Print(file, cgshadermodeinfo[i].pretext);
4359 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4360 FS_Print(file, shaderpermutationinfo[i].pretext);
4361 FS_Print(file, "*/\n");
4362 FS_Print(file, builtincgshaderstring);
4364 Con_Printf("cg/default.cg written\n");
4367 Con_Printf("failed to write to cg/default.cg\n");
4371 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4374 texturemode = GL_MODULATE;
4375 switch (vid.renderpath)
4377 case RENDERPATH_GL20:
4378 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))));
4379 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4380 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4382 case RENDERPATH_CGGL:
4385 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))));
4386 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4387 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4390 case RENDERPATH_GL13:
4391 R_Mesh_TexBind(0, first );
4392 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4393 R_Mesh_TexBind(1, second);
4395 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4397 case RENDERPATH_GL11:
4398 R_Mesh_TexBind(0, first );
4403 void R_SetupShader_DepthOrShadow(void)
4405 switch (vid.renderpath)
4407 case RENDERPATH_GL20:
4408 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4410 case RENDERPATH_CGGL:
4412 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4415 case RENDERPATH_GL13:
4416 R_Mesh_TexBind(0, 0);
4417 R_Mesh_TexBind(1, 0);
4419 case RENDERPATH_GL11:
4420 R_Mesh_TexBind(0, 0);
4425 void R_SetupShader_ShowDepth(void)
4427 switch (vid.renderpath)
4429 case RENDERPATH_GL20:
4430 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4432 case RENDERPATH_CGGL:
4434 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4437 case RENDERPATH_GL13:
4439 case RENDERPATH_GL11:
4444 extern qboolean r_shadow_usingdeferredprepass;
4445 extern cvar_t r_shadow_deferred_8bitrange;
4446 extern rtexture_t *r_shadow_attenuationgradienttexture;
4447 extern rtexture_t *r_shadow_attenuation2dtexture;
4448 extern rtexture_t *r_shadow_attenuation3dtexture;
4449 extern qboolean r_shadow_usingshadowmaprect;
4450 extern qboolean r_shadow_usingshadowmapcube;
4451 extern qboolean r_shadow_usingshadowmap2d;
4452 extern qboolean r_shadow_usingshadowmaportho;
4453 extern float r_shadow_shadowmap_texturescale[2];
4454 extern float r_shadow_shadowmap_parameters[4];
4455 extern qboolean r_shadow_shadowmapvsdct;
4456 extern qboolean r_shadow_shadowmapsampler;
4457 extern int r_shadow_shadowmappcf;
4458 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4459 extern rtexture_t *r_shadow_shadowmap2dtexture;
4460 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4461 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4462 extern matrix4x4_t r_shadow_shadowmapmatrix;
4463 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4464 extern int r_shadow_prepass_width;
4465 extern int r_shadow_prepass_height;
4466 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4467 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4468 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4469 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4470 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4472 // select a permutation of the lighting shader appropriate to this
4473 // combination of texture, entity, light source, and fogging, only use the
4474 // minimum features necessary to avoid wasting rendering time in the
4475 // fragment shader on features that are not being used
4476 unsigned int permutation = 0;
4477 unsigned int mode = 0;
4479 if (rsurfacepass == RSURFPASS_BACKGROUND)
4481 // distorted background
4482 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4483 mode = SHADERMODE_WATER;
4485 mode = SHADERMODE_REFRACTION;
4486 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4487 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4488 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4489 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4490 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4491 R_Mesh_ColorPointer(NULL, 0, 0);
4492 GL_AlphaTest(false);
4493 GL_BlendFunc(GL_ONE, GL_ZERO);
4495 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4497 if (r_glsl_offsetmapping.integer)
4499 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4500 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4501 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4502 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4503 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4505 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4506 if (r_glsl_offsetmapping_reliefmapping.integer)
4507 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4510 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4511 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4513 permutation |= SHADERPERMUTATION_ALPHAKILL;
4514 // normalmap (deferred prepass), may use alpha test on diffuse
4515 mode = SHADERMODE_DEFERREDGEOMETRY;
4516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4517 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4518 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4519 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4520 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4521 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4522 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4523 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4524 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4526 R_Mesh_ColorPointer(NULL, 0, 0);
4527 GL_AlphaTest(false);
4528 GL_BlendFunc(GL_ONE, GL_ZERO);
4530 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4532 if (r_glsl_offsetmapping.integer)
4534 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4535 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4536 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4537 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4538 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4540 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4541 if (r_glsl_offsetmapping_reliefmapping.integer)
4542 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4546 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4548 mode = SHADERMODE_LIGHTSOURCE;
4549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4550 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4551 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4552 permutation |= SHADERPERMUTATION_CUBEFILTER;
4553 if (diffusescale > 0)
4554 permutation |= SHADERPERMUTATION_DIFFUSE;
4555 if (specularscale > 0)
4557 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4558 if (r_shadow_glossexact.integer)
4559 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4561 if (r_refdef.fogenabled)
4562 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4563 if (rsurface.texture->colormapping)
4564 permutation |= SHADERPERMUTATION_COLORMAPPING;
4565 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4567 if (r_shadow_usingshadowmaprect)
4568 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4569 if (r_shadow_usingshadowmap2d)
4570 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4571 if (r_shadow_usingshadowmapcube)
4572 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4573 else if(r_shadow_shadowmapvsdct)
4574 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4576 if (r_shadow_shadowmapsampler)
4577 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4578 if (r_shadow_shadowmappcf > 1)
4579 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4580 else if (r_shadow_shadowmappcf)
4581 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4583 if (rsurface.texture->reflectmasktexture)
4584 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4585 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4586 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4588 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4589 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4590 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4594 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4595 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4596 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4598 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4599 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4600 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4602 R_Mesh_ColorPointer(NULL, 0, 0);
4603 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4604 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4608 if (r_glsl_offsetmapping.integer)
4610 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4611 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4612 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4613 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4614 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 if (r_glsl_offsetmapping_reliefmapping.integer)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4623 // unshaded geometry (fullbright or ambient model lighting)
4624 mode = SHADERMODE_FLATCOLOR;
4625 ambientscale = diffusescale = specularscale = 0;
4626 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4627 permutation |= SHADERPERMUTATION_GLOW;
4628 if (r_refdef.fogenabled)
4629 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4630 if (rsurface.texture->colormapping)
4631 permutation |= SHADERPERMUTATION_COLORMAPPING;
4632 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4634 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4635 if (r_shadow_usingshadowmaprect)
4636 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4637 if (r_shadow_usingshadowmap2d)
4638 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4640 if (r_shadow_shadowmapsampler)
4641 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4642 if (r_shadow_shadowmappcf > 1)
4643 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4644 else if (r_shadow_shadowmappcf)
4645 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4648 permutation |= SHADERPERMUTATION_REFLECTION;
4649 if (rsurface.texture->reflectmasktexture)
4650 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4651 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4652 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4655 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4660 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4661 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4665 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4666 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4668 R_Mesh_ColorPointer(NULL, 0, 0);
4669 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4670 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4674 if (r_glsl_offsetmapping.integer)
4676 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4677 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4678 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4679 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4680 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4682 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683 if (r_glsl_offsetmapping_reliefmapping.integer)
4684 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4688 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4689 // directional model lighting
4690 mode = SHADERMODE_LIGHTDIRECTION;
4691 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4692 permutation |= SHADERPERMUTATION_GLOW;
4693 permutation |= SHADERPERMUTATION_DIFFUSE;
4694 if (specularscale > 0)
4696 permutation |= SHADERPERMUTATION_SPECULAR;
4697 if (r_shadow_glossexact.integer)
4698 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4700 if (r_refdef.fogenabled)
4701 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4702 if (rsurface.texture->colormapping)
4703 permutation |= SHADERPERMUTATION_COLORMAPPING;
4704 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4706 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4707 if (r_shadow_usingshadowmaprect)
4708 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4709 if (r_shadow_usingshadowmap2d)
4710 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4712 if (r_shadow_shadowmapsampler)
4713 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4714 if (r_shadow_shadowmappcf > 1)
4715 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4716 else if (r_shadow_shadowmappcf)
4717 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4720 permutation |= SHADERPERMUTATION_REFLECTION;
4721 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4722 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4723 if (rsurface.texture->reflectmasktexture)
4724 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4725 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4726 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4728 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4729 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4730 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4734 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4735 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4736 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4738 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4739 R_Mesh_ColorPointer(NULL, 0, 0);
4740 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4741 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4743 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4745 if (r_glsl_offsetmapping.integer)
4747 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4749 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4750 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4751 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4753 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4754 if (r_glsl_offsetmapping_reliefmapping.integer)
4755 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4758 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4759 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4760 // ambient model lighting
4761 mode = SHADERMODE_LIGHTDIRECTION;
4762 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4763 permutation |= SHADERPERMUTATION_GLOW;
4764 if (r_refdef.fogenabled)
4765 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4766 if (rsurface.texture->colormapping)
4767 permutation |= SHADERPERMUTATION_COLORMAPPING;
4768 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4771 if (r_shadow_usingshadowmaprect)
4772 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4773 if (r_shadow_usingshadowmap2d)
4774 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776 if (r_shadow_shadowmapsampler)
4777 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4778 if (r_shadow_shadowmappcf > 1)
4779 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4780 else if (r_shadow_shadowmappcf)
4781 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4784 permutation |= SHADERPERMUTATION_REFLECTION;
4785 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4786 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4787 if (rsurface.texture->reflectmasktexture)
4788 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4789 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4790 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4792 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4793 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4794 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4798 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4799 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4800 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4802 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4803 R_Mesh_ColorPointer(NULL, 0, 0);
4804 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4805 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4809 if (r_glsl_offsetmapping.integer)
4811 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4812 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4813 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4814 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4815 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4817 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4818 if (r_glsl_offsetmapping_reliefmapping.integer)
4819 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4822 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4823 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4825 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4826 permutation |= SHADERPERMUTATION_GLOW;
4827 if (r_refdef.fogenabled)
4828 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4829 if (rsurface.texture->colormapping)
4830 permutation |= SHADERPERMUTATION_COLORMAPPING;
4831 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4833 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4834 if (r_shadow_usingshadowmaprect)
4835 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4836 if (r_shadow_usingshadowmap2d)
4837 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4839 if (r_shadow_shadowmapsampler)
4840 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4841 if (r_shadow_shadowmappcf > 1)
4842 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4843 else if (r_shadow_shadowmappcf)
4844 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4847 permutation |= SHADERPERMUTATION_REFLECTION;
4848 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4849 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4850 if (rsurface.texture->reflectmasktexture)
4851 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4852 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4854 // deluxemapping (light direction texture)
4855 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4856 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4858 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4859 permutation |= SHADERPERMUTATION_DIFFUSE;
4860 if (specularscale > 0)
4862 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4863 if (r_shadow_glossexact.integer)
4864 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4866 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4867 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4868 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4870 R_Mesh_ColorPointer(NULL, 0, 0);
4872 else if (r_glsl_deluxemapping.integer >= 2)
4874 // fake deluxemapping (uniform light direction in tangentspace)
4875 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4876 permutation |= SHADERPERMUTATION_DIFFUSE;
4877 if (specularscale > 0)
4879 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4880 if (r_shadow_glossexact.integer)
4881 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4883 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4884 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4885 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4887 R_Mesh_ColorPointer(NULL, 0, 0);
4889 else if (rsurface.uselightmaptexture)
4891 // ordinary lightmapping (q1bsp, q3bsp)
4892 mode = SHADERMODE_LIGHTMAP;
4893 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4894 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4895 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4897 R_Mesh_ColorPointer(NULL, 0, 0);
4901 // ordinary vertex coloring (q3bsp)
4902 mode = SHADERMODE_VERTEXCOLOR;
4903 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4904 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4906 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4909 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4915 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4919 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4920 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4922 switch(vid.renderpath)
4924 case RENDERPATH_GL20:
4925 R_SetupShader_SetPermutationGLSL(mode, permutation);
4926 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4927 if (mode == SHADERMODE_LIGHTSOURCE)
4929 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4930 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4931 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4932 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);
4933 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);
4934 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);
4936 // additive passes are only darkened by fog, not tinted
4937 if (r_glsl_permutation->loc_FogColor >= 0)
4938 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4939 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4943 if (mode == SHADERMODE_FLATCOLOR)
4945 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4947 else if (mode == SHADERMODE_LIGHTDIRECTION)
4949 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]);
4950 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]);
4951 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);
4952 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);
4953 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);
4954 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]);
4955 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]);
4959 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]);
4960 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]);
4961 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);
4962 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);
4963 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);
4965 // additive passes are only darkened by fog, not tinted
4966 if (r_glsl_permutation->loc_FogColor >= 0)
4968 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4969 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4971 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4973 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);
4974 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]);
4975 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]);
4976 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4977 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4978 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4979 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4980 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4982 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4983 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4984 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4985 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]);
4986 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]);
4988 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4989 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4991 if (r_glsl_permutation->loc_Color_Pants >= 0)
4993 if (rsurface.texture->pantstexture)
4994 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4996 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5000 if (rsurface.texture->shirttexture)
5001 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5003 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5005 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]);
5006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5009 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5010 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]);
5011 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5013 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5014 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5015 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5016 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5017 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5018 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5019 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5020 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5021 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5022 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5023 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5024 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5025 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5026 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5027 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5028 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5029 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5030 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5031 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5032 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5033 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5034 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5035 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5036 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5037 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5038 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5040 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5041 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5042 if (rsurface.rtlight)
5044 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5045 if (r_shadow_usingshadowmapcube)
5046 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5047 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5052 case RENDERPATH_CGGL:
5054 R_SetupShader_SetPermutationCG(mode, permutation);
5055 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5056 if (mode == SHADERMODE_LIGHTSOURCE)
5058 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5059 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063 if (mode == SHADERMODE_LIGHTDIRECTION)
5065 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
5068 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5069 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5070 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5071 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5072 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
5075 if (mode == SHADERMODE_LIGHTSOURCE)
5077 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5078 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5079 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
5080 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
5081 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
5083 // additive passes are only darkened by fog, not tinted
5084 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5085 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5089 if (mode == SHADERMODE_FLATCOLOR)
5091 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5093 else if (mode == SHADERMODE_LIGHTDIRECTION)
5095 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
5096 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
5097 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
5098 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
5099 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
5100 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
5101 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
5105 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
5106 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
5107 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
5108 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
5109 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
5111 // additive passes are only darkened by fog, not tinted
5112 if (r_cg_permutation->fp_FogColor)
5114 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5115 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5117 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5120 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
5121 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
5122 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
5123 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5124 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5125 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5126 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5127 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5129 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
5130 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
5131 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5132 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5133 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Color_Pants)
5136 if (rsurface.texture->pantstexture)
5137 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5139 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5142 if (r_cg_permutation->fp_Color_Shirt)
5144 if (rsurface.texture->shirttexture)
5145 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5147 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5150 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
5151 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5152 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5153 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5154 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5155 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
5156 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5158 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5159 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5160 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5167 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5168 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5169 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5172 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
5173 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5174 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5178 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5179 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5180 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5181 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5182 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5183 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5185 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5186 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5187 if (rsurface.rtlight)
5189 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5190 if (r_shadow_usingshadowmapcube)
5191 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5192 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5199 case RENDERPATH_GL13:
5200 case RENDERPATH_GL11:
5205 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5207 // select a permutation of the lighting shader appropriate to this
5208 // combination of texture, entity, light source, and fogging, only use the
5209 // minimum features necessary to avoid wasting rendering time in the
5210 // fragment shader on features that are not being used
5211 unsigned int permutation = 0;
5212 unsigned int mode = 0;
5213 const float *lightcolorbase = rtlight->currentcolor;
5214 float ambientscale = rtlight->ambientscale;
5215 float diffusescale = rtlight->diffusescale;
5216 float specularscale = rtlight->specularscale;
5217 // this is the location of the light in view space
5218 vec3_t viewlightorigin;
5219 // this transforms from view space (camera) to light space (cubemap)
5220 matrix4x4_t viewtolight;
5221 matrix4x4_t lighttoview;
5222 float viewtolight16f[16];
5223 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5225 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5226 if (rtlight->currentcubemap != r_texture_whitecube)
5227 permutation |= SHADERPERMUTATION_CUBEFILTER;
5228 if (diffusescale > 0)
5229 permutation |= SHADERPERMUTATION_DIFFUSE;
5230 if (specularscale > 0)
5232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5233 if (r_shadow_glossexact.integer)
5234 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5236 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5238 if (r_shadow_usingshadowmaprect)
5239 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5240 if (r_shadow_usingshadowmap2d)
5241 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5242 if (r_shadow_usingshadowmapcube)
5243 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5244 else if(r_shadow_shadowmapvsdct)
5245 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5247 if (r_shadow_shadowmapsampler)
5248 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5249 if (r_shadow_shadowmappcf > 1)
5250 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5251 else if (r_shadow_shadowmappcf)
5252 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5254 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5255 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5256 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5257 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5258 switch(vid.renderpath)
5260 case RENDERPATH_GL20:
5261 R_SetupShader_SetPermutationGLSL(mode, permutation);
5262 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5263 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5264 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);
5265 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);
5266 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);
5267 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]);
5268 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]);
5269 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));
5270 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]);
5271 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5273 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5274 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5275 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5276 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5277 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5278 if (r_shadow_usingshadowmapcube)
5279 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5280 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5281 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5283 case RENDERPATH_CGGL:
5285 R_SetupShader_SetPermutationCG(mode, permutation);
5286 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5287 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5288 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
5289 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
5290 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
5291 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
5292 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
5293 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
5294 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
5295 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5301 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5302 if (r_shadow_usingshadowmapcube)
5303 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5308 case RENDERPATH_GL13:
5309 case RENDERPATH_GL11:
5314 #define SKINFRAME_HASH 1024
5318 int loadsequence; // incremented each level change
5319 memexpandablearray_t array;
5320 skinframe_t *hash[SKINFRAME_HASH];
5323 r_skinframe_t r_skinframe;
5325 void R_SkinFrame_PrepareForPurge(void)
5327 r_skinframe.loadsequence++;
5328 // wrap it without hitting zero
5329 if (r_skinframe.loadsequence >= 200)
5330 r_skinframe.loadsequence = 1;
5333 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5337 // mark the skinframe as used for the purging code
5338 skinframe->loadsequence = r_skinframe.loadsequence;
5341 void R_SkinFrame_Purge(void)
5345 for (i = 0;i < SKINFRAME_HASH;i++)
5347 for (s = r_skinframe.hash[i];s;s = s->next)
5349 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5351 if (s->merged == s->base)
5353 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5354 R_PurgeTexture(s->stain );s->stain = NULL;
5355 R_PurgeTexture(s->merged);s->merged = NULL;
5356 R_PurgeTexture(s->base );s->base = NULL;
5357 R_PurgeTexture(s->pants );s->pants = NULL;
5358 R_PurgeTexture(s->shirt );s->shirt = NULL;
5359 R_PurgeTexture(s->nmap );s->nmap = NULL;
5360 R_PurgeTexture(s->gloss );s->gloss = NULL;
5361 R_PurgeTexture(s->glow );s->glow = NULL;
5362 R_PurgeTexture(s->fog );s->fog = NULL;
5363 R_PurgeTexture(s->reflect);s->reflect = NULL;
5364 s->loadsequence = 0;
5370 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5372 char basename[MAX_QPATH];
5374 Image_StripImageExtension(name, basename, sizeof(basename));
5376 if( last == NULL ) {
5378 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5379 item = r_skinframe.hash[hashindex];
5384 // linearly search through the hash bucket
5385 for( ; item ; item = item->next ) {
5386 if( !strcmp( item->basename, basename ) ) {
5393 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5397 char basename[MAX_QPATH];
5399 Image_StripImageExtension(name, basename, sizeof(basename));
5401 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5402 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5403 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5407 rtexture_t *dyntexture;
5408 // check whether its a dynamic texture
5409 dyntexture = CL_GetDynTexture( basename );
5410 if (!add && !dyntexture)
5412 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5413 memset(item, 0, sizeof(*item));
5414 strlcpy(item->basename, basename, sizeof(item->basename));
5415 item->base = dyntexture; // either NULL or dyntexture handle
5416 item->textureflags = textureflags;
5417 item->comparewidth = comparewidth;
5418 item->compareheight = compareheight;
5419 item->comparecrc = comparecrc;
5420 item->next = r_skinframe.hash[hashindex];
5421 r_skinframe.hash[hashindex] = item;
5423 else if( item->base == NULL )
5425 rtexture_t *dyntexture;
5426 // check whether its a dynamic texture
5427 // 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]
5428 dyntexture = CL_GetDynTexture( basename );
5429 item->base = dyntexture; // either NULL or dyntexture handle
5432 R_SkinFrame_MarkUsed(item);
5436 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5438 unsigned long long avgcolor[5], wsum; \
5446 for(pix = 0; pix < cnt; ++pix) \
5449 for(comp = 0; comp < 3; ++comp) \
5451 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5454 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5456 for(comp = 0; comp < 3; ++comp) \
5457 avgcolor[comp] += getpixel * w; \
5460 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5461 avgcolor[4] += getpixel; \
5463 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5465 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5466 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5467 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5468 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5471 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5474 unsigned char *pixels;
5475 unsigned char *bumppixels;
5476 unsigned char *basepixels = NULL;
5477 int basepixels_width = 0;
5478 int basepixels_height = 0;
5479 skinframe_t *skinframe;
5480 rtexture_t *ddsbase = NULL;
5481 qboolean ddshasalpha = false;
5482 float ddsavgcolor[4];
5483 char basename[MAX_QPATH];
5485 if (cls.state == ca_dedicated)
5488 // return an existing skinframe if already loaded
5489 // if loading of the first image fails, don't make a new skinframe as it
5490 // would cause all future lookups of this to be missing
5491 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5492 if (skinframe && skinframe->base)
5495 Image_StripImageExtension(name, basename, sizeof(basename));
5497 // check for DDS texture file first
5498 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5500 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5501 if (basepixels == NULL)
5505 if (developer_loading.integer)
5506 Con_Printf("loading skin \"%s\"\n", name);
5508 // we've got some pixels to store, so really allocate this new texture now
5510 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5511 skinframe->stain = NULL;
5512 skinframe->merged = NULL;
5513 skinframe->base = NULL;
5514 skinframe->pants = NULL;
5515 skinframe->shirt = NULL;
5516 skinframe->nmap = NULL;
5517 skinframe->gloss = NULL;
5518 skinframe->glow = NULL;
5519 skinframe->fog = NULL;
5520 skinframe->reflect = NULL;
5521 skinframe->hasalpha = false;
5525 skinframe->base = ddsbase;
5526 skinframe->hasalpha = ddshasalpha;
5527 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5528 if (r_loadfog && skinframe->hasalpha)
5529 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5530 //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]);
5534 basepixels_width = image_width;
5535 basepixels_height = image_height;
5536 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5541 if (basepixels[j] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 // has transparent pixels
5550 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5551 for (j = 0;j < image_width * image_height * 4;j += 4)
5556 pixels[j+3] = basepixels[j+3];
5558 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5562 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5563 //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]);
5564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5565 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5566 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5567 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5572 if (r_loadnormalmap)
5573 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5574 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5576 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5577 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5578 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5579 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5582 // _norm is the name used by tenebrae and has been adopted as standard
5583 if (r_loadnormalmap && skinframe->nmap == NULL)
5585 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5587 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5591 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5593 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5594 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5595 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5597 Mem_Free(bumppixels);
5599 else if (r_shadow_bumpscale_basetexture.value > 0)
5601 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5602 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5603 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5606 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5607 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5610 // _luma is supported only for tenebrae compatibility
5611 // _glow is the preferred name
5612 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5614 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5615 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5616 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5617 Mem_Free(pixels);pixels = NULL;
5620 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5622 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5623 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5624 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5629 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5631 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5632 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5633 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5638 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5640 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5641 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5642 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5647 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5649 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5650 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5651 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5657 Mem_Free(basepixels);
5662 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5663 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5666 unsigned char *temp1, *temp2;
5667 skinframe_t *skinframe;
5669 if (cls.state == ca_dedicated)
5672 // if already loaded just return it, otherwise make a new skinframe
5673 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5674 if (skinframe && skinframe->base)
5677 skinframe->stain = NULL;
5678 skinframe->merged = NULL;
5679 skinframe->base = NULL;
5680 skinframe->pants = NULL;
5681 skinframe->shirt = NULL;
5682 skinframe->nmap = NULL;
5683 skinframe->gloss = NULL;
5684 skinframe->glow = NULL;
5685 skinframe->fog = NULL;
5686 skinframe->reflect = NULL;
5687 skinframe->hasalpha = false;
5689 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5693 if (developer_loading.integer)
5694 Con_Printf("loading 32bit skin \"%s\"\n", name);
5696 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5698 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5699 temp2 = temp1 + width * height * 4;
5700 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5701 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5704 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5705 if (textureflags & TEXF_ALPHA)
5707 for (i = 3;i < width * height * 4;i += 4)
5709 if (skindata[i] < 255)
5711 skinframe->hasalpha = true;
5715 if (r_loadfog && skinframe->hasalpha)
5717 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5718 memcpy(fogpixels, skindata, width * height * 4);
5719 for (i = 0;i < width * height * 4;i += 4)
5720 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5721 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5722 Mem_Free(fogpixels);
5726 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5727 //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]);
5732 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5736 skinframe_t *skinframe;
5738 if (cls.state == ca_dedicated)
5741 // if already loaded just return it, otherwise make a new skinframe
5742 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5743 if (skinframe && skinframe->base)
5746 skinframe->stain = NULL;
5747 skinframe->merged = NULL;
5748 skinframe->base = NULL;
5749 skinframe->pants = NULL;
5750 skinframe->shirt = NULL;
5751 skinframe->nmap = NULL;
5752 skinframe->gloss = NULL;
5753 skinframe->glow = NULL;
5754 skinframe->fog = NULL;
5755 skinframe->reflect = NULL;
5756 skinframe->hasalpha = false;
5758 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5762 if (developer_loading.integer)
5763 Con_Printf("loading quake skin \"%s\"\n", name);
5765 // 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)
5766 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5767 memcpy(skinframe->qpixels, skindata, width*height);
5768 skinframe->qwidth = width;
5769 skinframe->qheight = height;
5772 for (i = 0;i < width * height;i++)
5773 featuresmask |= palette_featureflags[skindata[i]];
5775 skinframe->hasalpha = false;
5776 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5777 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5778 skinframe->qgeneratemerged = true;
5779 skinframe->qgeneratebase = skinframe->qhascolormapping;
5780 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5782 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5783 //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]);
5788 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5792 unsigned char *skindata;
5794 if (!skinframe->qpixels)
5797 if (!skinframe->qhascolormapping)
5798 colormapped = false;
5802 if (!skinframe->qgeneratebase)
5807 if (!skinframe->qgeneratemerged)
5811 width = skinframe->qwidth;
5812 height = skinframe->qheight;
5813 skindata = skinframe->qpixels;
5815 if (skinframe->qgeneratenmap)
5817 unsigned char *temp1, *temp2;
5818 skinframe->qgeneratenmap = false;
5819 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5820 temp2 = temp1 + width * height * 4;
5821 // use either a custom palette or the quake palette
5822 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5823 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5824 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5828 if (skinframe->qgenerateglow)
5830 skinframe->qgenerateglow = false;
5831 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5836 skinframe->qgeneratebase = false;
5837 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5838 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5839 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5843 skinframe->qgeneratemerged = false;
5844 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5847 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5849 Mem_Free(skinframe->qpixels);
5850 skinframe->qpixels = NULL;
5854 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)
5857 skinframe_t *skinframe;
5859 if (cls.state == ca_dedicated)
5862 // if already loaded just return it, otherwise make a new skinframe
5863 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5864 if (skinframe && skinframe->base)
5867 skinframe->stain = NULL;
5868 skinframe->merged = NULL;
5869 skinframe->base = NULL;
5870 skinframe->pants = NULL;
5871 skinframe->shirt = NULL;
5872 skinframe->nmap = NULL;
5873 skinframe->gloss = NULL;
5874 skinframe->glow = NULL;
5875 skinframe->fog = NULL;
5876 skinframe->reflect = NULL;
5877 skinframe->hasalpha = false;
5879 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5883 if (developer_loading.integer)
5884 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5886 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5887 if (textureflags & TEXF_ALPHA)
5889 for (i = 0;i < width * height;i++)
5891 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5893 skinframe->hasalpha = true;
5897 if (r_loadfog && skinframe->hasalpha)
5898 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5901 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5902 //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]);
5907 skinframe_t *R_SkinFrame_LoadMissing(void)
5909 skinframe_t *skinframe;
5911 if (cls.state == ca_dedicated)
5914 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5915 skinframe->stain = NULL;
5916 skinframe->merged = NULL;
5917 skinframe->base = NULL;
5918 skinframe->pants = NULL;
5919 skinframe->shirt = NULL;
5920 skinframe->nmap = NULL;
5921 skinframe->gloss = NULL;
5922 skinframe->glow = NULL;
5923 skinframe->fog = NULL;
5924 skinframe->reflect = NULL;
5925 skinframe->hasalpha = false;
5927 skinframe->avgcolor[0] = rand() / RAND_MAX;
5928 skinframe->avgcolor[1] = rand() / RAND_MAX;
5929 skinframe->avgcolor[2] = rand() / RAND_MAX;
5930 skinframe->avgcolor[3] = 1;
5935 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5936 typedef struct suffixinfo_s
5939 qboolean flipx, flipy, flipdiagonal;
5942 static suffixinfo_t suffix[3][6] =
5945 {"px", false, false, false},
5946 {"nx", false, false, false},
5947 {"py", false, false, false},
5948 {"ny", false, false, false},
5949 {"pz", false, false, false},
5950 {"nz", false, false, false}
5953 {"posx", false, false, false},
5954 {"negx", false, false, false},
5955 {"posy", false, false, false},
5956 {"negy", false, false, false},
5957 {"posz", false, false, false},
5958 {"negz", false, false, false}
5961 {"rt", true, false, true},
5962 {"lf", false, true, true},
5963 {"ft", true, true, false},
5964 {"bk", false, false, false},
5965 {"up", true, false, true},
5966 {"dn", true, false, true}
5970 static int componentorder[4] = {0, 1, 2, 3};
5972 rtexture_t *R_LoadCubemap(const char *basename)
5974 int i, j, cubemapsize;
5975 unsigned char *cubemappixels, *image_buffer;
5976 rtexture_t *cubemaptexture;
5978 // must start 0 so the first loadimagepixels has no requested width/height
5980 cubemappixels = NULL;
5981 cubemaptexture = NULL;
5982 // keep trying different suffix groups (posx, px, rt) until one loads
5983 for (j = 0;j < 3 && !cubemappixels;j++)
5985 // load the 6 images in the suffix group
5986 for (i = 0;i < 6;i++)
5988 // generate an image name based on the base and and suffix
5989 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5991 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5993 // an image loaded, make sure width and height are equal
5994 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5996 // if this is the first image to load successfully, allocate the cubemap memory
5997 if (!cubemappixels && image_width >= 1)
5999 cubemapsize = image_width;
6000 // note this clears to black, so unavailable sides are black
6001 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6003 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6005 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);
6008 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6010 Mem_Free(image_buffer);
6014 // if a cubemap loaded, upload it
6017 if (developer_loading.integer)
6018 Con_Printf("loading cubemap \"%s\"\n", basename);
6020 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6021 Mem_Free(cubemappixels);
6025 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6026 if (developer_loading.integer)
6028 Con_Printf("(tried tried images ");
6029 for (j = 0;j < 3;j++)
6030 for (i = 0;i < 6;i++)
6031 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6032 Con_Print(" and was unable to find any of them).\n");
6035 return cubemaptexture;
6038 rtexture_t *R_GetCubemap(const char *basename)
6041 for (i = 0;i < r_texture_numcubemaps;i++)
6042 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6043 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6044 if (i >= MAX_CUBEMAPS)
6045 return r_texture_whitecube;
6046 r_texture_numcubemaps++;
6047 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6048 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6049 return r_texture_cubemaps[i].texture;
6052 void R_FreeCubemaps(void)
6055 for (i = 0;i < r_texture_numcubemaps;i++)
6057 if (developer_loading.integer)
6058 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6059 if (r_texture_cubemaps[i].texture)
6060 R_FreeTexture(r_texture_cubemaps[i].texture);
6062 r_texture_numcubemaps = 0;
6065 void R_Main_FreeViewCache(void)
6067 if (r_refdef.viewcache.entityvisible)
6068 Mem_Free(r_refdef.viewcache.entityvisible);
6069 if (r_refdef.viewcache.world_pvsbits)
6070 Mem_Free(r_refdef.viewcache.world_pvsbits);
6071 if (r_refdef.viewcache.world_leafvisible)
6072 Mem_Free(r_refdef.viewcache.world_leafvisible);
6073 if (r_refdef.viewcache.world_surfacevisible)
6074 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6075 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6078 void R_Main_ResizeViewCache(void)
6080 int numentities = r_refdef.scene.numentities;
6081 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6082 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6083 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6084 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6085 if (r_refdef.viewcache.maxentities < numentities)
6087 r_refdef.viewcache.maxentities = numentities;
6088 if (r_refdef.viewcache.entityvisible)
6089 Mem_Free(r_refdef.viewcache.entityvisible);
6090 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6092 if (r_refdef.viewcache.world_numclusters != numclusters)
6094 r_refdef.viewcache.world_numclusters = numclusters;
6095 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6096 if (r_refdef.viewcache.world_pvsbits)
6097 Mem_Free(r_refdef.viewcache.world_pvsbits);
6098 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6100 if (r_refdef.viewcache.world_numleafs != numleafs)
6102 r_refdef.viewcache.world_numleafs = numleafs;
6103 if (r_refdef.viewcache.world_leafvisible)
6104 Mem_Free(r_refdef.viewcache.world_leafvisible);
6105 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6107 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6109 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6110 if (r_refdef.viewcache.world_surfacevisible)
6111 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6112 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6116 extern rtexture_t *loadingscreentexture;
6117 void gl_main_start(void)
6119 loadingscreentexture = NULL;
6120 r_texture_blanknormalmap = NULL;
6121 r_texture_white = NULL;
6122 r_texture_grey128 = NULL;
6123 r_texture_black = NULL;
6124 r_texture_whitecube = NULL;
6125 r_texture_normalizationcube = NULL;
6126 r_texture_fogattenuation = NULL;
6127 r_texture_gammaramps = NULL;
6128 r_texture_numcubemaps = 0;
6130 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6131 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6133 switch(vid.renderpath)
6135 case RENDERPATH_GL20:
6136 case RENDERPATH_CGGL:
6137 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138 Cvar_SetValueQuick(&gl_combine, 1);
6139 Cvar_SetValueQuick(&r_glsl, 1);
6140 r_loadnormalmap = true;
6144 case RENDERPATH_GL13:
6145 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6146 Cvar_SetValueQuick(&gl_combine, 1);
6147 Cvar_SetValueQuick(&r_glsl, 0);
6148 r_loadnormalmap = false;
6149 r_loadgloss = false;
6152 case RENDERPATH_GL11:
6153 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6154 Cvar_SetValueQuick(&gl_combine, 0);
6155 Cvar_SetValueQuick(&r_glsl, 0);
6156 r_loadnormalmap = false;
6157 r_loadgloss = false;
6163 R_FrameData_Reset();
6167 memset(r_queries, 0, sizeof(r_queries));
6169 r_qwskincache = NULL;
6170 r_qwskincache_size = 0;
6172 // set up r_skinframe loading system for textures
6173 memset(&r_skinframe, 0, sizeof(r_skinframe));
6174 r_skinframe.loadsequence = 1;
6175 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6177 r_main_texturepool = R_AllocTexturePool();
6178 R_BuildBlankTextures();
6180 if (vid.support.arb_texture_cube_map)
6183 R_BuildNormalizationCube();
6185 r_texture_fogattenuation = NULL;
6186 r_texture_gammaramps = NULL;
6187 //r_texture_fogintensity = NULL;
6188 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6189 memset(&r_waterstate, 0, sizeof(r_waterstate));
6190 r_glsl_permutation = NULL;
6191 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6192 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6193 glslshaderstring = NULL;
6195 r_cg_permutation = NULL;
6196 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6197 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6198 cgshaderstring = NULL;
6200 memset(&r_svbsp, 0, sizeof (r_svbsp));
6202 r_refdef.fogmasktable_density = 0;
6205 void gl_main_shutdown(void)
6208 R_FrameData_Reset();
6210 R_Main_FreeViewCache();
6213 qglDeleteQueriesARB(r_maxqueries, r_queries);
6217 memset(r_queries, 0, sizeof(r_queries));
6219 r_qwskincache = NULL;
6220 r_qwskincache_size = 0;
6222 // clear out the r_skinframe state
6223 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6224 memset(&r_skinframe, 0, sizeof(r_skinframe));
6227 Mem_Free(r_svbsp.nodes);
6228 memset(&r_svbsp, 0, sizeof (r_svbsp));
6229 R_FreeTexturePool(&r_main_texturepool);
6230 loadingscreentexture = NULL;
6231 r_texture_blanknormalmap = NULL;
6232 r_texture_white = NULL;
6233 r_texture_grey128 = NULL;
6234 r_texture_black = NULL;
6235 r_texture_whitecube = NULL;
6236 r_texture_normalizationcube = NULL;
6237 r_texture_fogattenuation = NULL;
6238 r_texture_gammaramps = NULL;
6239 r_texture_numcubemaps = 0;
6240 //r_texture_fogintensity = NULL;
6241 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6242 memset(&r_waterstate, 0, sizeof(r_waterstate));
6243 r_glsl_permutation = NULL;
6244 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6245 glslshaderstring = NULL;
6247 r_cg_permutation = NULL;
6248 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6249 cgshaderstring = NULL;
6254 extern void CL_ParseEntityLump(char *entitystring);
6255 void gl_main_newmap(void)
6257 // FIXME: move this code to client
6259 char *entities, entname[MAX_QPATH];
6261 Mem_Free(r_qwskincache);
6262 r_qwskincache = NULL;
6263 r_qwskincache_size = 0;
6266 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6267 l = (int)strlen(entname) - 4;
6268 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6270 memcpy(entname + l, ".ent", 5);
6271 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6273 CL_ParseEntityLump(entities);
6278 if (cl.worldmodel->brush.entities)
6279 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6281 R_Main_FreeViewCache();
6283 R_FrameData_Reset();
6286 void GL_Main_Init(void)
6288 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6290 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6291 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6292 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6293 if (gamemode == GAME_NEHAHRA)
6295 Cvar_RegisterVariable (&gl_fogenable);
6296 Cvar_RegisterVariable (&gl_fogdensity);
6297 Cvar_RegisterVariable (&gl_fogred);
6298 Cvar_RegisterVariable (&gl_foggreen);
6299 Cvar_RegisterVariable (&gl_fogblue);
6300 Cvar_RegisterVariable (&gl_fogstart);
6301 Cvar_RegisterVariable (&gl_fogend);
6302 Cvar_RegisterVariable (&gl_skyclip);
6304 Cvar_RegisterVariable(&r_motionblur);
6305 Cvar_RegisterVariable(&r_motionblur_maxblur);
6306 Cvar_RegisterVariable(&r_motionblur_bmin);
6307 Cvar_RegisterVariable(&r_motionblur_vmin);
6308 Cvar_RegisterVariable(&r_motionblur_vmax);
6309 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6310 Cvar_RegisterVariable(&r_motionblur_randomize);
6311 Cvar_RegisterVariable(&r_damageblur);
6312 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6313 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6314 Cvar_RegisterVariable(&r_equalize_entities_by);
6315 Cvar_RegisterVariable(&r_equalize_entities_to);
6316 Cvar_RegisterVariable(&r_depthfirst);
6317 Cvar_RegisterVariable(&r_useinfinitefarclip);
6318 Cvar_RegisterVariable(&r_farclip_base);
6319 Cvar_RegisterVariable(&r_farclip_world);
6320 Cvar_RegisterVariable(&r_nearclip);
6321 Cvar_RegisterVariable(&r_showbboxes);
6322 Cvar_RegisterVariable(&r_showsurfaces);
6323 Cvar_RegisterVariable(&r_showtris);
6324 Cvar_RegisterVariable(&r_shownormals);
6325 Cvar_RegisterVariable(&r_showlighting);
6326 Cvar_RegisterVariable(&r_showshadowvolumes);
6327 Cvar_RegisterVariable(&r_showcollisionbrushes);
6328 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6329 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6330 Cvar_RegisterVariable(&r_showdisabledepthtest);
6331 Cvar_RegisterVariable(&r_drawportals);
6332 Cvar_RegisterVariable(&r_drawentities);
6333 Cvar_RegisterVariable(&r_cullentities_trace);
6334 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6335 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6336 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6337 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6338 Cvar_RegisterVariable(&r_drawviewmodel);
6339 Cvar_RegisterVariable(&r_speeds);
6340 Cvar_RegisterVariable(&r_fullbrights);
6341 Cvar_RegisterVariable(&r_wateralpha);
6342 Cvar_RegisterVariable(&r_dynamic);
6343 Cvar_RegisterVariable(&r_fullbright);
6344 Cvar_RegisterVariable(&r_shadows);
6345 Cvar_RegisterVariable(&r_shadows_darken);
6346 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6347 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6348 Cvar_RegisterVariable(&r_shadows_throwdistance);
6349 Cvar_RegisterVariable(&r_shadows_throwdirection);
6350 Cvar_RegisterVariable(&r_shadows_focus);
6351 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6352 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6353 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6354 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6355 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6356 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6357 Cvar_RegisterVariable(&r_fog_exp2);
6358 Cvar_RegisterVariable(&r_drawfog);
6359 Cvar_RegisterVariable(&r_transparentdepthmasking);
6360 Cvar_RegisterVariable(&r_texture_dds_load);
6361 Cvar_RegisterVariable(&r_texture_dds_save);
6362 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6363 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6364 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6365 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6366 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6367 Cvar_RegisterVariable(&r_textureunits);
6368 Cvar_RegisterVariable(&gl_combine);
6369 Cvar_RegisterVariable(&r_glsl);
6370 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6371 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6372 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6373 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6374 Cvar_RegisterVariable(&r_glsl_postprocess);
6375 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6376 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6377 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6379 Cvar_RegisterVariable(&r_water);
6380 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6381 Cvar_RegisterVariable(&r_water_clippingplanebias);
6382 Cvar_RegisterVariable(&r_water_refractdistort);
6383 Cvar_RegisterVariable(&r_water_reflectdistort);
6384 Cvar_RegisterVariable(&r_lerpsprites);
6385 Cvar_RegisterVariable(&r_lerpmodels);
6386 Cvar_RegisterVariable(&r_lerplightstyles);
6387 Cvar_RegisterVariable(&r_waterscroll);
6388 Cvar_RegisterVariable(&r_bloom);
6389 Cvar_RegisterVariable(&r_bloom_colorscale);
6390 Cvar_RegisterVariable(&r_bloom_brighten);
6391 Cvar_RegisterVariable(&r_bloom_blur);
6392 Cvar_RegisterVariable(&r_bloom_resolution);
6393 Cvar_RegisterVariable(&r_bloom_colorexponent);
6394 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6395 Cvar_RegisterVariable(&r_hdr);
6396 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6397 Cvar_RegisterVariable(&r_hdr_glowintensity);
6398 Cvar_RegisterVariable(&r_hdr_range);
6399 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6400 Cvar_RegisterVariable(&developer_texturelogging);
6401 Cvar_RegisterVariable(&gl_lightmaps);
6402 Cvar_RegisterVariable(&r_test);
6403 Cvar_RegisterVariable(&r_batchmode);
6404 Cvar_RegisterVariable(&r_glsl_saturation);
6405 Cvar_RegisterVariable(&r_framedatasize);
6406 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6407 Cvar_SetValue("r_fullbrights", 0);
6408 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6410 Cvar_RegisterVariable(&r_track_sprites);
6411 Cvar_RegisterVariable(&r_track_sprites_flags);
6412 Cvar_RegisterVariable(&r_track_sprites_scalew);
6413 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6414 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6415 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6418 extern void R_Textures_Init(void);
6419 extern void GL_Draw_Init(void);
6420 extern void GL_Main_Init(void);
6421 extern void R_Shadow_Init(void);
6422 extern void R_Sky_Init(void);
6423 extern void GL_Surf_Init(void);
6424 extern void R_Particles_Init(void);
6425 extern void R_Explosion_Init(void);
6426 extern void gl_backend_init(void);
6427 extern void Sbar_Init(void);
6428 extern void R_LightningBeams_Init(void);
6429 extern void Mod_RenderInit(void);
6430 extern void Font_Init(void);
6432 void Render_Init(void)
6445 R_LightningBeams_Init();
6454 extern char *ENGINE_EXTENSIONS;
6457 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6458 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6459 gl_version = (const char *)qglGetString(GL_VERSION);
6460 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6464 if (!gl_platformextensions)
6465 gl_platformextensions = "";
6467 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6468 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6469 Con_Printf("GL_VERSION: %s\n", gl_version);
6470 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6471 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6473 VID_CheckExtensions();
6475 // LordHavoc: report supported extensions
6476 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6478 // clear to black (loading plaque will be seen over this)
6480 qglClearColor(0,0,0,1);CHECKGLERROR
6481 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6484 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6488 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6490 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6493 p = r_refdef.view.frustum + i;
6498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6534 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6538 for (i = 0;i < numplanes;i++)
6545 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6549 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6553 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6557 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6561 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6565 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6569 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6573 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6581 //==================================================================================
6583 // LordHavoc: this stores temporary data used within the same frame
6585 qboolean r_framedata_failed;
6586 static size_t r_framedata_size;
6587 static size_t r_framedata_current;
6588 static void *r_framedata_base;
6590 void R_FrameData_Reset(void)
6592 if (r_framedata_base)
6593 Mem_Free(r_framedata_base);
6594 r_framedata_base = NULL;
6595 r_framedata_size = 0;
6596 r_framedata_current = 0;
6597 r_framedata_failed = false;
6600 void R_FrameData_NewFrame(void)
6603 if (r_framedata_failed)
6604 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6605 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6606 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6607 if (r_framedata_size != wantedsize)
6609 r_framedata_size = wantedsize;
6610 if (r_framedata_base)
6611 Mem_Free(r_framedata_base);
6612 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6614 r_framedata_current = 0;
6615 r_framedata_failed = false;
6618 void *R_FrameData_Alloc(size_t size)
6622 // align to 16 byte boundary
6623 size = (size + 15) & ~15;
6624 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6625 r_framedata_current += size;
6628 if (r_framedata_current > r_framedata_size)
6629 r_framedata_failed = true;
6631 // return NULL on everything after a failure
6632 if (r_framedata_failed)
6638 void *R_FrameData_Store(size_t size, void *data)
6640 void *d = R_FrameData_Alloc(size);
6642 memcpy(d, data, size);
6646 //==================================================================================
6648 // LordHavoc: animcache originally written by Echon, rewritten since then
6651 * Animation cache prevents re-generating mesh data for an animated model
6652 * multiple times in one frame for lighting, shadowing, reflections, etc.
6655 void R_AnimCache_Free(void)
6659 void R_AnimCache_ClearCache(void)
6662 entity_render_t *ent;
6664 for (i = 0;i < r_refdef.scene.numentities;i++)
6666 ent = r_refdef.scene.entities[i];
6667 ent->animcache_vertex3f = NULL;
6668 ent->animcache_normal3f = NULL;
6669 ent->animcache_svector3f = NULL;
6670 ent->animcache_tvector3f = NULL;
6674 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6676 dp_model_t *model = ent->model;
6678 // see if it's already cached this frame
6679 if (ent->animcache_vertex3f)
6681 // add normals/tangents if needed
6682 if (wantnormals || wanttangents)
6684 if (ent->animcache_normal3f)
6685 wantnormals = false;
6686 if (ent->animcache_svector3f)
6687 wanttangents = false;
6688 if (wantnormals || wanttangents)
6690 numvertices = model->surfmesh.num_vertices;
6692 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6695 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6696 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6698 if (!r_framedata_failed)
6699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6705 // see if this ent is worth caching
6706 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6708 // get some memory for this entity and generate mesh data
6709 numvertices = model->surfmesh.num_vertices;
6710 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6712 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6715 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6716 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6718 if (!r_framedata_failed)
6719 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6721 return !r_framedata_failed;
6724 void R_AnimCache_CacheVisibleEntities(void)
6727 qboolean wantnormals = !r_showsurfaces.integer;
6728 qboolean wanttangents = !r_showsurfaces.integer;
6730 switch(vid.renderpath)
6732 case RENDERPATH_GL20:
6733 case RENDERPATH_CGGL:
6735 case RENDERPATH_GL13:
6736 case RENDERPATH_GL11:
6737 wanttangents = false;
6741 // TODO: thread this
6742 // NOTE: R_PrepareRTLights() also caches entities
6744 for (i = 0;i < r_refdef.scene.numentities;i++)
6745 if (r_refdef.viewcache.entityvisible[i])
6746 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6749 //==================================================================================
6751 static void R_View_UpdateEntityLighting (void)
6754 entity_render_t *ent;
6755 vec3_t tempdiffusenormal, avg;
6756 vec_t f, fa, fd, fdd;
6757 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6759 for (i = 0;i < r_refdef.scene.numentities;i++)
6761 ent = r_refdef.scene.entities[i];
6763 // skip unseen models
6764 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6768 if (ent->model && ent->model->brush.num_leafs)
6770 // TODO: use modellight for r_ambient settings on world?
6771 VectorSet(ent->modellight_ambient, 0, 0, 0);
6772 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6773 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6777 // fetch the lighting from the worldmodel data
6778 VectorClear(ent->modellight_ambient);
6779 VectorClear(ent->modellight_diffuse);
6780 VectorClear(tempdiffusenormal);
6781 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6784 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6785 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6786 if(ent->flags & RENDER_EQUALIZE)
6788 // first fix up ambient lighting...
6789 if(r_equalize_entities_minambient.value > 0)
6791 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6794 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6795 if(fa < r_equalize_entities_minambient.value * fd)
6798 // fa'/fd' = minambient
6799 // fa'+0.25*fd' = fa+0.25*fd
6801 // fa' = fd' * minambient
6802 // fd'*(0.25+minambient) = fa+0.25*fd
6804 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6805 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6807 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6808 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
6809 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6810 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6815 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6817 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6818 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6821 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6822 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6823 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6829 VectorSet(ent->modellight_ambient, 1, 1, 1);
6831 // move the light direction into modelspace coordinates for lighting code
6832 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6833 if(VectorLength2(ent->modellight_lightdir) == 0)
6834 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6835 VectorNormalize(ent->modellight_lightdir);
6839 #define MAX_LINEOFSIGHTTRACES 64
6841 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6844 vec3_t boxmins, boxmaxs;
6847 dp_model_t *model = r_refdef.scene.worldmodel;
6849 if (!model || !model->brush.TraceLineOfSight)
6852 // expand the box a little
6853 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6854 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6855 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6856 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6857 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6858 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6860 // return true if eye is inside enlarged box
6861 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6865 VectorCopy(eye, start);
6866 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6867 if (model->brush.TraceLineOfSight(model, start, end))
6870 // try various random positions
6871 for (i = 0;i < numsamples;i++)
6873 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6874 if (model->brush.TraceLineOfSight(model, start, end))
6882 static void R_View_UpdateEntityVisible (void)
6887 entity_render_t *ent;
6889 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6890 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6891 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6892 : RENDER_EXTERIORMODEL;
6893 if (!r_drawviewmodel.integer)
6894 renderimask |= RENDER_VIEWMODEL;
6895 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6897 // worldmodel can check visibility
6898 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6899 for (i = 0;i < r_refdef.scene.numentities;i++)
6901 ent = r_refdef.scene.entities[i];
6902 if (!(ent->flags & renderimask))
6903 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)))
6904 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))
6905 r_refdef.viewcache.entityvisible[i] = true;
6907 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6909 for (i = 0;i < r_refdef.scene.numentities;i++)
6911 ent = r_refdef.scene.entities[i];
6912 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6914 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6916 continue; // temp entities do pvs only
6917 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6918 ent->last_trace_visibility = realtime;
6919 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6920 r_refdef.viewcache.entityvisible[i] = 0;
6927 // no worldmodel or it can't check visibility
6928 for (i = 0;i < r_refdef.scene.numentities;i++)
6930 ent = r_refdef.scene.entities[i];
6931 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));
6936 /// only used if skyrendermasked, and normally returns false
6937 int R_DrawBrushModelsSky (void)
6940 entity_render_t *ent;
6943 for (i = 0;i < r_refdef.scene.numentities;i++)
6945 if (!r_refdef.viewcache.entityvisible[i])
6947 ent = r_refdef.scene.entities[i];
6948 if (!ent->model || !ent->model->DrawSky)
6950 ent->model->DrawSky(ent);
6956 static void R_DrawNoModel(entity_render_t *ent);
6957 static void R_DrawModels(void)
6960 entity_render_t *ent;
6962 for (i = 0;i < r_refdef.scene.numentities;i++)
6964 if (!r_refdef.viewcache.entityvisible[i])
6966 ent = r_refdef.scene.entities[i];
6967 r_refdef.stats.entities++;
6968 if (ent->model && ent->model->Draw != NULL)
6969 ent->model->Draw(ent);
6975 static void R_DrawModelsDepth(void)
6978 entity_render_t *ent;
6980 for (i = 0;i < r_refdef.scene.numentities;i++)
6982 if (!r_refdef.viewcache.entityvisible[i])
6984 ent = r_refdef.scene.entities[i];
6985 if (ent->model && ent->model->DrawDepth != NULL)
6986 ent->model->DrawDepth(ent);
6990 static void R_DrawModelsDebug(void)
6993 entity_render_t *ent;
6995 for (i = 0;i < r_refdef.scene.numentities;i++)
6997 if (!r_refdef.viewcache.entityvisible[i])
6999 ent = r_refdef.scene.entities[i];
7000 if (ent->model && ent->model->DrawDebug != NULL)
7001 ent->model->DrawDebug(ent);
7005 static void R_DrawModelsAddWaterPlanes(void)
7008 entity_render_t *ent;
7010 for (i = 0;i < r_refdef.scene.numentities;i++)
7012 if (!r_refdef.viewcache.entityvisible[i])
7014 ent = r_refdef.scene.entities[i];
7015 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7016 ent->model->DrawAddWaterPlanes(ent);
7020 static void R_View_SetFrustum(void)
7023 double slopex, slopey;
7024 vec3_t forward, left, up, origin;
7026 // we can't trust r_refdef.view.forward and friends in reflected scenes
7027 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7030 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7031 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7032 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7033 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7034 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7035 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7036 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7037 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7038 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7039 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7040 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7041 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7045 zNear = r_refdef.nearclip;
7046 nudge = 1.0 - 1.0 / (1<<23);
7047 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7048 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7049 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7050 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7051 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7052 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7053 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7054 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7060 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7061 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7062 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7063 r_refdef.view.frustum[0].dist = m[15] - m[12];
7065 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7066 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7067 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7068 r_refdef.view.frustum[1].dist = m[15] + m[12];
7070 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7071 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7072 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7073 r_refdef.view.frustum[2].dist = m[15] - m[13];
7075 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7076 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7077 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7078 r_refdef.view.frustum[3].dist = m[15] + m[13];
7080 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7081 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7082 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7083 r_refdef.view.frustum[4].dist = m[15] - m[14];
7085 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7086 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7087 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7088 r_refdef.view.frustum[5].dist = m[15] + m[14];
7091 if (r_refdef.view.useperspective)
7093 slopex = 1.0 / r_refdef.view.frustum_x;
7094 slopey = 1.0 / r_refdef.view.frustum_y;
7095 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7096 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7097 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7098 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7099 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7101 // Leaving those out was a mistake, those were in the old code, and they
7102 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7103 // I couldn't reproduce it after adding those normalizations. --blub
7104 VectorNormalize(r_refdef.view.frustum[0].normal);
7105 VectorNormalize(r_refdef.view.frustum[1].normal);
7106 VectorNormalize(r_refdef.view.frustum[2].normal);
7107 VectorNormalize(r_refdef.view.frustum[3].normal);
7109 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7110 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]);
7111 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]);
7112 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]);
7113 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]);
7115 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7116 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7117 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7118 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7119 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7123 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7124 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7125 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7126 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7127 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7128 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7129 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7130 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7131 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7132 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7134 r_refdef.view.numfrustumplanes = 5;
7136 if (r_refdef.view.useclipplane)
7138 r_refdef.view.numfrustumplanes = 6;
7139 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7142 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7143 PlaneClassify(r_refdef.view.frustum + i);
7145 // LordHavoc: note to all quake engine coders, Quake had a special case
7146 // for 90 degrees which assumed a square view (wrong), so I removed it,
7147 // Quake2 has it disabled as well.
7149 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7150 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7151 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7152 //PlaneClassify(&frustum[0]);
7154 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7155 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7156 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7157 //PlaneClassify(&frustum[1]);
7159 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7160 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7161 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7162 //PlaneClassify(&frustum[2]);
7164 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7165 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7166 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7167 //PlaneClassify(&frustum[3]);
7170 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7171 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7172 //PlaneClassify(&frustum[4]);
7175 void R_View_Update(void)
7177 R_Main_ResizeViewCache();
7178 R_View_SetFrustum();
7179 R_View_WorldVisibility(r_refdef.view.useclipplane);
7180 R_View_UpdateEntityVisible();
7181 R_View_UpdateEntityLighting();
7184 void R_SetupView(qboolean allowwaterclippingplane)
7186 const float *customclipplane = NULL;
7188 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7190 // LordHavoc: couldn't figure out how to make this approach the
7191 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7192 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7193 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7194 dist = r_refdef.view.clipplane.dist;
7195 plane[0] = r_refdef.view.clipplane.normal[0];
7196 plane[1] = r_refdef.view.clipplane.normal[1];
7197 plane[2] = r_refdef.view.clipplane.normal[2];
7199 customclipplane = plane;
7202 if (!r_refdef.view.useperspective)
7203 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);
7204 else if (vid.stencil && r_useinfinitefarclip.integer)
7205 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);
7207 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);
7208 R_SetViewport(&r_refdef.view.viewport);
7211 void R_EntityMatrix(const matrix4x4_t *matrix)
7213 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7215 gl_modelmatrixchanged = false;
7216 gl_modelmatrix = *matrix;
7217 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7218 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7219 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7220 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7222 switch(vid.renderpath)
7224 case RENDERPATH_GL20:
7225 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7226 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7227 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7229 case RENDERPATH_CGGL:
7232 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7233 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7234 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7237 case RENDERPATH_GL13:
7238 case RENDERPATH_GL11:
7239 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7245 void R_ResetViewRendering2D(void)
7247 r_viewport_t viewport;
7250 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7251 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);
7252 R_SetViewport(&viewport);
7253 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7254 GL_Color(1, 1, 1, 1);
7255 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7256 GL_BlendFunc(GL_ONE, GL_ZERO);
7257 GL_AlphaTest(false);
7258 GL_ScissorTest(false);
7259 GL_DepthMask(false);
7260 GL_DepthRange(0, 1);
7261 GL_DepthTest(false);
7262 R_EntityMatrix(&identitymatrix);
7263 R_Mesh_ResetTextureState();
7264 GL_PolygonOffset(0, 0);
7265 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7266 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7267 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7268 qglStencilMask(~0);CHECKGLERROR
7269 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7270 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7271 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7274 void R_ResetViewRendering3D(void)
7279 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7280 GL_Color(1, 1, 1, 1);
7281 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7282 GL_BlendFunc(GL_ONE, GL_ZERO);
7283 GL_AlphaTest(false);
7284 GL_ScissorTest(true);
7286 GL_DepthRange(0, 1);
7288 R_EntityMatrix(&identitymatrix);
7289 R_Mesh_ResetTextureState();
7290 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7291 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7292 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7293 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7294 qglStencilMask(~0);CHECKGLERROR
7295 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7296 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7297 GL_CullFace(r_refdef.view.cullface_back);
7300 void R_RenderScene(void);
7301 void R_RenderWaterPlanes(void);
7303 static void R_Water_StartFrame(void)
7306 int waterwidth, waterheight, texturewidth, textureheight;
7307 r_waterstate_waterplane_t *p;
7309 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7312 switch(vid.renderpath)
7314 case RENDERPATH_GL20:
7315 case RENDERPATH_CGGL:
7317 case RENDERPATH_GL13:
7318 case RENDERPATH_GL11:
7322 // set waterwidth and waterheight to the water resolution that will be
7323 // used (often less than the screen resolution for faster rendering)
7324 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7325 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7327 // calculate desired texture sizes
7328 // can't use water if the card does not support the texture size
7329 if (!r_water.integer || r_showsurfaces.integer)
7330 texturewidth = textureheight = waterwidth = waterheight = 0;
7331 else if (vid.support.arb_texture_non_power_of_two)
7333 texturewidth = waterwidth;
7334 textureheight = waterheight;
7338 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7339 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7342 // allocate textures as needed
7343 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7345 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7346 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7348 if (p->texture_refraction)
7349 R_FreeTexture(p->texture_refraction);
7350 p->texture_refraction = NULL;
7351 if (p->texture_reflection)
7352 R_FreeTexture(p->texture_reflection);
7353 p->texture_reflection = NULL;
7355 memset(&r_waterstate, 0, sizeof(r_waterstate));
7356 r_waterstate.texturewidth = texturewidth;
7357 r_waterstate.textureheight = textureheight;
7360 if (r_waterstate.texturewidth)
7362 r_waterstate.enabled = true;
7364 // when doing a reduced render (HDR) we want to use a smaller area
7365 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7366 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7368 // set up variables that will be used in shader setup
7369 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7370 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7371 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7372 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7375 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7376 r_waterstate.numwaterplanes = 0;
7379 void R_Water_AddWaterPlane(msurface_t *surface)
7381 int triangleindex, planeindex;
7387 r_waterstate_waterplane_t *p;
7388 texture_t *t = R_GetCurrentTexture(surface->texture);
7389 // just use the first triangle with a valid normal for any decisions
7390 VectorClear(normal);
7391 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7393 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7394 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7395 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7396 TriangleNormal(vert[0], vert[1], vert[2], normal);
7397 if (VectorLength2(normal) >= 0.001)
7401 VectorCopy(normal, plane.normal);
7402 VectorNormalize(plane.normal);
7403 plane.dist = DotProduct(vert[0], plane.normal);
7404 PlaneClassify(&plane);
7405 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7407 // skip backfaces (except if nocullface is set)
7408 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7410 VectorNegate(plane.normal, plane.normal);
7412 PlaneClassify(&plane);
7416 // find a matching plane if there is one
7417 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7418 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7420 if (planeindex >= r_waterstate.maxwaterplanes)
7421 return; // nothing we can do, out of planes
7423 // if this triangle does not fit any known plane rendered this frame, add one
7424 if (planeindex >= r_waterstate.numwaterplanes)
7426 // store the new plane
7427 r_waterstate.numwaterplanes++;
7429 // clear materialflags and pvs
7430 p->materialflags = 0;
7431 p->pvsvalid = false;
7433 // merge this surface's materialflags into the waterplane
7434 p->materialflags |= t->currentmaterialflags;
7435 // merge this surface's PVS into the waterplane
7436 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7437 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7438 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7440 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7445 static void R_Water_ProcessPlanes(void)
7447 r_refdef_view_t originalview;
7448 r_refdef_view_t myview;
7450 r_waterstate_waterplane_t *p;
7452 originalview = r_refdef.view;
7454 // make sure enough textures are allocated
7455 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7457 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7459 if (!p->texture_refraction)
7460 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7461 if (!p->texture_refraction)
7465 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7467 if (!p->texture_reflection)
7468 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7469 if (!p->texture_reflection)
7475 r_refdef.view = originalview;
7476 r_refdef.view.showdebug = false;
7477 r_refdef.view.width = r_waterstate.waterwidth;
7478 r_refdef.view.height = r_waterstate.waterheight;
7479 r_refdef.view.useclipplane = true;
7480 myview = r_refdef.view;
7481 r_waterstate.renderingscene = true;
7482 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7484 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7486 r_refdef.view = myview;
7487 // render reflected scene and copy into texture
7488 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7489 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7490 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7491 r_refdef.view.clipplane = p->plane;
7492 // reverse the cullface settings for this render
7493 r_refdef.view.cullface_front = GL_FRONT;
7494 r_refdef.view.cullface_back = GL_BACK;
7495 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7497 r_refdef.view.usecustompvs = true;
7499 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7501 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7504 R_ResetViewRendering3D();
7505 R_ClearScreen(r_refdef.fogenabled);
7509 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);
7512 // render the normal view scene and copy into texture
7513 // (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)
7514 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7516 r_waterstate.renderingrefraction = true;
7517 r_refdef.view = myview;
7518 r_refdef.view.clipplane = p->plane;
7519 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7520 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7521 PlaneClassify(&r_refdef.view.clipplane);
7523 R_ResetViewRendering3D();
7524 R_ClearScreen(r_refdef.fogenabled);
7528 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);
7529 r_waterstate.renderingrefraction = false;
7533 r_waterstate.renderingscene = false;
7534 r_refdef.view = originalview;
7535 R_ResetViewRendering3D();
7536 R_ClearScreen(r_refdef.fogenabled);
7540 r_refdef.view = originalview;
7541 r_waterstate.renderingscene = false;
7542 Cvar_SetValueQuick(&r_water, 0);
7543 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7547 void R_Bloom_StartFrame(void)
7549 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7551 switch(vid.renderpath)
7553 case RENDERPATH_GL20:
7554 case RENDERPATH_CGGL:
7556 case RENDERPATH_GL13:
7557 case RENDERPATH_GL11:
7561 // set bloomwidth and bloomheight to the bloom resolution that will be
7562 // used (often less than the screen resolution for faster rendering)
7563 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7564 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7565 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7566 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7567 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7569 // calculate desired texture sizes
7570 if (vid.support.arb_texture_non_power_of_two)
7572 screentexturewidth = r_refdef.view.width;
7573 screentextureheight = r_refdef.view.height;
7574 bloomtexturewidth = r_bloomstate.bloomwidth;
7575 bloomtextureheight = r_bloomstate.bloomheight;
7579 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7580 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7581 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7582 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7585 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))
7587 Cvar_SetValueQuick(&r_hdr, 0);
7588 Cvar_SetValueQuick(&r_bloom, 0);
7589 Cvar_SetValueQuick(&r_motionblur, 0);
7590 Cvar_SetValueQuick(&r_damageblur, 0);
7593 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)))
7594 screentexturewidth = screentextureheight = 0;
7595 if (!r_hdr.integer && !r_bloom.integer)
7596 bloomtexturewidth = bloomtextureheight = 0;
7598 // allocate textures as needed
7599 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7601 if (r_bloomstate.texture_screen)
7602 R_FreeTexture(r_bloomstate.texture_screen);
7603 r_bloomstate.texture_screen = NULL;
7604 r_bloomstate.screentexturewidth = screentexturewidth;
7605 r_bloomstate.screentextureheight = screentextureheight;
7606 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7607 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7609 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7611 if (r_bloomstate.texture_bloom)
7612 R_FreeTexture(r_bloomstate.texture_bloom);
7613 r_bloomstate.texture_bloom = NULL;
7614 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7615 r_bloomstate.bloomtextureheight = bloomtextureheight;
7616 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7617 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7620 // when doing a reduced render (HDR) we want to use a smaller area
7621 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7622 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7623 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7624 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7625 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7627 // set up a texcoord array for the full resolution screen image
7628 // (we have to keep this around to copy back during final render)
7629 r_bloomstate.screentexcoord2f[0] = 0;
7630 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7631 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7632 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7633 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7634 r_bloomstate.screentexcoord2f[5] = 0;
7635 r_bloomstate.screentexcoord2f[6] = 0;
7636 r_bloomstate.screentexcoord2f[7] = 0;
7638 // set up a texcoord array for the reduced resolution bloom image
7639 // (which will be additive blended over the screen image)
7640 r_bloomstate.bloomtexcoord2f[0] = 0;
7641 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7642 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7643 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7644 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7645 r_bloomstate.bloomtexcoord2f[5] = 0;
7646 r_bloomstate.bloomtexcoord2f[6] = 0;
7647 r_bloomstate.bloomtexcoord2f[7] = 0;
7649 if (r_hdr.integer || r_bloom.integer)
7651 r_bloomstate.enabled = true;
7652 r_bloomstate.hdr = r_hdr.integer != 0;
7655 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);
7658 void R_Bloom_CopyBloomTexture(float colorscale)
7660 r_refdef.stats.bloom++;
7662 // scale down screen texture to the bloom texture size
7664 R_SetViewport(&r_bloomstate.viewport);
7665 GL_BlendFunc(GL_ONE, GL_ZERO);
7666 GL_Color(colorscale, colorscale, colorscale, 1);
7667 // TODO: optimize with multitexture or GLSL
7668 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7669 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7670 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7671 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7673 // we now have a bloom image in the framebuffer
7674 // copy it into the bloom image texture for later processing
7675 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);
7676 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7679 void R_Bloom_CopyHDRTexture(void)
7681 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);
7682 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7685 void R_Bloom_MakeTexture(void)
7688 float xoffset, yoffset, r, brighten;
7690 r_refdef.stats.bloom++;
7692 R_ResetViewRendering2D();
7693 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7694 R_Mesh_ColorPointer(NULL, 0, 0);
7696 // we have a bloom image in the framebuffer
7698 R_SetViewport(&r_bloomstate.viewport);
7700 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7703 r = bound(0, r_bloom_colorexponent.value / x, 1);
7704 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7705 GL_Color(r, r, r, 1);
7706 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7707 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7708 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7709 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7711 // copy the vertically blurred bloom view to a texture
7712 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);
7713 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7716 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7717 brighten = r_bloom_brighten.value;
7719 brighten *= r_hdr_range.value;
7720 brighten = sqrt(brighten);
7722 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7723 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7724 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7726 for (dir = 0;dir < 2;dir++)
7728 // blend on at multiple vertical offsets to achieve a vertical blur
7729 // TODO: do offset blends using GLSL
7730 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7731 GL_BlendFunc(GL_ONE, GL_ZERO);
7732 for (x = -range;x <= range;x++)
7734 if (!dir){xoffset = 0;yoffset = x;}
7735 else {xoffset = x;yoffset = 0;}
7736 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7737 yoffset /= (float)r_bloomstate.bloomtextureheight;
7738 // compute a texcoord array with the specified x and y offset
7739 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7740 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7741 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7742 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7743 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7744 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7745 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7746 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7747 // this r value looks like a 'dot' particle, fading sharply to
7748 // black at the edges
7749 // (probably not realistic but looks good enough)
7750 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7751 //r = brighten/(range*2+1);
7752 r = brighten / (range * 2 + 1);
7754 r *= (1 - x*x/(float)(range*range));
7755 GL_Color(r, r, r, 1);
7756 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7757 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7758 GL_BlendFunc(GL_ONE, GL_ONE);
7761 // copy the vertically blurred bloom view to a texture
7762 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);
7763 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7766 // apply subtract last
7767 // (just like it would be in a GLSL shader)
7768 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7770 GL_BlendFunc(GL_ONE, GL_ZERO);
7771 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7772 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7773 GL_Color(1, 1, 1, 1);
7774 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7775 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7777 GL_BlendFunc(GL_ONE, GL_ONE);
7778 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7779 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7780 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7781 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7782 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7783 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7784 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7786 // copy the darkened bloom view to a texture
7787 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);
7788 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7792 void R_HDR_RenderBloomTexture(void)
7794 int oldwidth, oldheight;
7795 float oldcolorscale;
7797 oldcolorscale = r_refdef.view.colorscale;
7798 oldwidth = r_refdef.view.width;
7799 oldheight = r_refdef.view.height;
7800 r_refdef.view.width = r_bloomstate.bloomwidth;
7801 r_refdef.view.height = r_bloomstate.bloomheight;
7803 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7804 // TODO: add exposure compensation features
7805 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7807 r_refdef.view.showdebug = false;
7808 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7810 R_ResetViewRendering3D();
7812 R_ClearScreen(r_refdef.fogenabled);
7813 if (r_timereport_active)
7814 R_TimeReport("HDRclear");
7817 if (r_timereport_active)
7818 R_TimeReport("visibility");
7820 // only do secondary renders with HDR if r_hdr is 2 or higher
7821 r_waterstate.numwaterplanes = 0;
7822 if (r_waterstate.enabled && r_hdr.integer >= 2)
7823 R_RenderWaterPlanes();
7825 r_refdef.view.showdebug = true;
7827 r_waterstate.numwaterplanes = 0;
7829 R_ResetViewRendering2D();
7831 R_Bloom_CopyHDRTexture();
7832 R_Bloom_MakeTexture();
7834 // restore the view settings
7835 r_refdef.view.width = oldwidth;
7836 r_refdef.view.height = oldheight;
7837 r_refdef.view.colorscale = oldcolorscale;
7839 R_ResetViewRendering3D();
7841 R_ClearScreen(r_refdef.fogenabled);
7842 if (r_timereport_active)
7843 R_TimeReport("viewclear");
7846 static void R_BlendView(void)
7848 unsigned int permutation;
7849 float uservecs[4][4];
7851 switch (vid.renderpath)
7853 case RENDERPATH_GL20:
7854 case RENDERPATH_CGGL:
7856 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7857 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7858 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7859 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7860 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7862 if (r_bloomstate.texture_screen)
7864 // make sure the buffer is available
7865 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7867 R_ResetViewRendering2D();
7868 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7869 R_Mesh_ColorPointer(NULL, 0, 0);
7871 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7873 // declare variables
7875 static float avgspeed;
7877 speed = VectorLength(cl.movement_velocity);
7879 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7880 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7882 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7883 speed = bound(0, speed, 1);
7884 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7886 // calculate values into a standard alpha
7887 cl.motionbluralpha = 1 - exp(-
7889 (r_motionblur.value * speed / 80)
7891 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7894 max(0.0001, cl.time - cl.oldtime) // fps independent
7897 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7898 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7900 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
7902 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7903 GL_Color(1, 1, 1, cl.motionbluralpha);
7904 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7905 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7906 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7907 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7911 // copy view into the screen texture
7912 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);
7913 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7915 else if (!r_bloomstate.texture_bloom)
7917 // we may still have to do view tint...
7918 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7920 // apply a color tint to the whole view
7921 R_ResetViewRendering2D();
7922 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7923 R_Mesh_ColorPointer(NULL, 0, 0);
7924 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7926 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7927 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7929 break; // no screen processing, no bloom, skip it
7932 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7934 // render simple bloom effect
7935 // copy the screen and shrink it and darken it for the bloom process
7936 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7937 // make the bloom texture
7938 R_Bloom_MakeTexture();
7941 #if _MSC_VER >= 1400
7942 #define sscanf sscanf_s
7944 memset(uservecs, 0, sizeof(uservecs));
7945 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7946 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7947 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7948 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7950 R_ResetViewRendering2D();
7951 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7952 R_Mesh_ColorPointer(NULL, 0, 0);
7953 GL_Color(1, 1, 1, 1);
7954 GL_BlendFunc(GL_ONE, GL_ZERO);
7955 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7956 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7958 switch(vid.renderpath)
7960 case RENDERPATH_GL20:
7961 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7962 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7963 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7964 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7965 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]);
7966 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7967 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]);
7968 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]);
7969 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]);
7970 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]);
7971 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7972 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7974 case RENDERPATH_CGGL:
7976 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7977 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7978 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7979 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7980 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
7981 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7982 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
7983 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
7984 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
7985 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
7986 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7987 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7993 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7994 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7996 case RENDERPATH_GL13:
7997 case RENDERPATH_GL11:
7998 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8000 // apply a color tint to the whole view
8001 R_ResetViewRendering2D();
8002 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8003 R_Mesh_ColorPointer(NULL, 0, 0);
8004 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8005 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8006 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8007 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8013 matrix4x4_t r_waterscrollmatrix;
8015 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8017 if (r_refdef.fog_density)
8019 r_refdef.fogcolor[0] = r_refdef.fog_red;
8020 r_refdef.fogcolor[1] = r_refdef.fog_green;
8021 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8023 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8024 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8025 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8026 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8030 VectorCopy(r_refdef.fogcolor, fogvec);
8031 // color.rgb *= ContrastBoost * SceneBrightness;
8032 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8033 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8034 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8035 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8040 void R_UpdateVariables(void)
8044 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8046 r_refdef.farclip = r_farclip_base.value;
8047 if (r_refdef.scene.worldmodel)
8048 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8049 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8051 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8052 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8053 r_refdef.polygonfactor = 0;
8054 r_refdef.polygonoffset = 0;
8055 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8056 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8058 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8059 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8060 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8061 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8062 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8063 if (r_showsurfaces.integer)
8065 r_refdef.scene.rtworld = false;
8066 r_refdef.scene.rtworldshadows = false;
8067 r_refdef.scene.rtdlight = false;
8068 r_refdef.scene.rtdlightshadows = false;
8069 r_refdef.lightmapintensity = 0;
8072 if (gamemode == GAME_NEHAHRA)
8074 if (gl_fogenable.integer)
8076 r_refdef.oldgl_fogenable = true;
8077 r_refdef.fog_density = gl_fogdensity.value;
8078 r_refdef.fog_red = gl_fogred.value;
8079 r_refdef.fog_green = gl_foggreen.value;
8080 r_refdef.fog_blue = gl_fogblue.value;
8081 r_refdef.fog_alpha = 1;
8082 r_refdef.fog_start = 0;
8083 r_refdef.fog_end = gl_skyclip.value;
8084 r_refdef.fog_height = 1<<30;
8085 r_refdef.fog_fadedepth = 128;
8087 else if (r_refdef.oldgl_fogenable)
8089 r_refdef.oldgl_fogenable = false;
8090 r_refdef.fog_density = 0;
8091 r_refdef.fog_red = 0;
8092 r_refdef.fog_green = 0;
8093 r_refdef.fog_blue = 0;
8094 r_refdef.fog_alpha = 0;
8095 r_refdef.fog_start = 0;
8096 r_refdef.fog_end = 0;
8097 r_refdef.fog_height = 1<<30;
8098 r_refdef.fog_fadedepth = 128;
8102 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8103 r_refdef.fog_start = max(0, r_refdef.fog_start);
8104 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8106 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8108 if (r_refdef.fog_density && r_drawfog.integer)
8110 r_refdef.fogenabled = true;
8111 // this is the point where the fog reaches 0.9986 alpha, which we
8112 // consider a good enough cutoff point for the texture
8113 // (0.9986 * 256 == 255.6)
8114 if (r_fog_exp2.integer)
8115 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8117 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8118 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8119 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8120 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8121 // fog color was already set
8122 // update the fog texture
8123 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)
8124 R_BuildFogTexture();
8127 r_refdef.fogenabled = false;
8129 switch(vid.renderpath)
8131 case RENDERPATH_GL20:
8132 case RENDERPATH_CGGL:
8133 if(v_glslgamma.integer && !vid_gammatables_trivial)
8135 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8137 // build GLSL gamma texture
8138 #define RAMPWIDTH 256
8139 unsigned short ramp[RAMPWIDTH * 3];
8140 unsigned char rampbgr[RAMPWIDTH][4];
8143 r_texture_gammaramps_serial = vid_gammatables_serial;
8145 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8146 for(i = 0; i < RAMPWIDTH; ++i)
8148 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8149 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8150 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8153 if (r_texture_gammaramps)
8155 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8159 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8165 // remove GLSL gamma texture
8168 case RENDERPATH_GL13:
8169 case RENDERPATH_GL11:
8174 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8175 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8181 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8182 if( scenetype != r_currentscenetype ) {
8183 // store the old scenetype
8184 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8185 r_currentscenetype = scenetype;
8186 // move in the new scene
8187 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8196 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8198 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8199 if( scenetype == r_currentscenetype ) {
8200 return &r_refdef.scene;
8202 return &r_scenes_store[ scenetype ];
8211 void R_RenderView(void)
8213 if (r_timereport_active)
8214 R_TimeReport("start");
8215 r_textureframe++; // used only by R_GetCurrentTexture
8216 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8218 if (!r_drawentities.integer)
8219 r_refdef.scene.numentities = 0;
8221 R_AnimCache_ClearCache();
8222 R_FrameData_NewFrame();
8224 if (r_refdef.view.isoverlay)
8226 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8227 GL_Clear( GL_DEPTH_BUFFER_BIT );
8228 R_TimeReport("depthclear");
8230 r_refdef.view.showdebug = false;
8232 r_waterstate.enabled = false;
8233 r_waterstate.numwaterplanes = 0;
8241 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8242 return; //Host_Error ("R_RenderView: NULL worldmodel");
8244 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8246 // break apart the view matrix into vectors for various purposes
8247 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8248 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8249 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8250 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8251 // make an inverted copy of the view matrix for tracking sprites
8252 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8254 R_Shadow_UpdateWorldLightSelection();
8256 R_Bloom_StartFrame();
8257 R_Water_StartFrame();
8260 if (r_timereport_active)
8261 R_TimeReport("viewsetup");
8263 R_ResetViewRendering3D();
8265 if (r_refdef.view.clear || r_refdef.fogenabled)
8267 R_ClearScreen(r_refdef.fogenabled);
8268 if (r_timereport_active)
8269 R_TimeReport("viewclear");
8271 r_refdef.view.clear = true;
8273 // this produces a bloom texture to be used in R_BlendView() later
8274 if (r_hdr.integer && r_bloomstate.bloomwidth)
8276 R_HDR_RenderBloomTexture();
8277 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8278 r_textureframe++; // used only by R_GetCurrentTexture
8281 r_refdef.view.showdebug = true;
8284 if (r_timereport_active)
8285 R_TimeReport("visibility");
8287 r_waterstate.numwaterplanes = 0;
8288 if (r_waterstate.enabled)
8289 R_RenderWaterPlanes();
8292 r_waterstate.numwaterplanes = 0;
8295 if (r_timereport_active)
8296 R_TimeReport("blendview");
8298 GL_Scissor(0, 0, vid.width, vid.height);
8299 GL_ScissorTest(false);
8303 void R_RenderWaterPlanes(void)
8305 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8307 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8308 if (r_timereport_active)
8309 R_TimeReport("waterworld");
8312 // don't let sound skip if going slow
8313 if (r_refdef.scene.extraupdate)
8316 R_DrawModelsAddWaterPlanes();
8317 if (r_timereport_active)
8318 R_TimeReport("watermodels");
8320 if (r_waterstate.numwaterplanes)
8322 R_Water_ProcessPlanes();
8323 if (r_timereport_active)
8324 R_TimeReport("waterscenes");
8328 extern void R_DrawLightningBeams (void);
8329 extern void VM_CL_AddPolygonsToMeshQueue (void);
8330 extern void R_DrawPortals (void);
8331 extern cvar_t cl_locs_show;
8332 static void R_DrawLocs(void);
8333 static void R_DrawEntityBBoxes(void);
8334 static void R_DrawModelDecals(void);
8335 extern void R_DrawModelShadows(void);
8336 extern void R_DrawModelShadowMaps(void);
8337 extern cvar_t cl_decals_newsystem;
8338 extern qboolean r_shadow_usingdeferredprepass;
8339 void R_RenderScene(void)
8341 qboolean shadowmapping = false;
8343 if (r_timereport_active)
8344 R_TimeReport("beginscene");
8346 r_refdef.stats.renders++;
8350 // don't let sound skip if going slow
8351 if (r_refdef.scene.extraupdate)
8354 R_MeshQueue_BeginScene();
8358 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);
8360 if (r_timereport_active)
8361 R_TimeReport("skystartframe");
8363 if (cl.csqc_vidvars.drawworld)
8365 // don't let sound skip if going slow
8366 if (r_refdef.scene.extraupdate)
8369 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8371 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8372 if (r_timereport_active)
8373 R_TimeReport("worldsky");
8376 if (R_DrawBrushModelsSky() && r_timereport_active)
8377 R_TimeReport("bmodelsky");
8379 if (skyrendermasked && skyrenderlater)
8381 // we have to force off the water clipping plane while rendering sky
8385 if (r_timereport_active)
8386 R_TimeReport("sky");
8390 R_AnimCache_CacheVisibleEntities();
8391 if (r_timereport_active)
8392 R_TimeReport("animation");
8394 R_Shadow_PrepareLights();
8395 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8396 R_Shadow_PrepareModelShadows();
8397 if (r_timereport_active)
8398 R_TimeReport("preparelights");
8400 if (R_Shadow_ShadowMappingEnabled())
8401 shadowmapping = true;
8403 if (r_shadow_usingdeferredprepass)
8404 R_Shadow_DrawPrepass();
8406 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8408 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8409 if (r_timereport_active)
8410 R_TimeReport("worlddepth");
8412 if (r_depthfirst.integer >= 2)
8414 R_DrawModelsDepth();
8415 if (r_timereport_active)
8416 R_TimeReport("modeldepth");
8419 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8421 R_DrawModelShadowMaps();
8422 R_ResetViewRendering3D();
8423 // don't let sound skip if going slow
8424 if (r_refdef.scene.extraupdate)
8428 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8430 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8431 if (r_timereport_active)
8432 R_TimeReport("world");
8435 // don't let sound skip if going slow
8436 if (r_refdef.scene.extraupdate)
8440 if (r_timereport_active)
8441 R_TimeReport("models");
8443 // don't let sound skip if going slow
8444 if (r_refdef.scene.extraupdate)
8447 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8449 R_DrawModelShadows();
8450 R_ResetViewRendering3D();
8451 // don't let sound skip if going slow
8452 if (r_refdef.scene.extraupdate)
8456 if (!r_shadow_usingdeferredprepass)
8458 R_Shadow_DrawLights();
8459 if (r_timereport_active)
8460 R_TimeReport("rtlights");
8463 // don't let sound skip if going slow
8464 if (r_refdef.scene.extraupdate)
8467 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8469 R_DrawModelShadows();
8470 R_ResetViewRendering3D();
8471 // don't let sound skip if going slow
8472 if (r_refdef.scene.extraupdate)
8476 if (cl.csqc_vidvars.drawworld)
8478 if (cl_decals_newsystem.integer)
8480 R_DrawModelDecals();
8481 if (r_timereport_active)
8482 R_TimeReport("modeldecals");
8487 if (r_timereport_active)
8488 R_TimeReport("decals");
8492 if (r_timereport_active)
8493 R_TimeReport("particles");
8496 if (r_timereport_active)
8497 R_TimeReport("explosions");
8499 R_DrawLightningBeams();
8500 if (r_timereport_active)
8501 R_TimeReport("lightning");
8504 VM_CL_AddPolygonsToMeshQueue();
8506 if (r_refdef.view.showdebug)
8508 if (cl_locs_show.integer)
8511 if (r_timereport_active)
8512 R_TimeReport("showlocs");
8515 if (r_drawportals.integer)
8518 if (r_timereport_active)
8519 R_TimeReport("portals");
8522 if (r_showbboxes.value > 0)
8524 R_DrawEntityBBoxes();
8525 if (r_timereport_active)
8526 R_TimeReport("bboxes");
8530 R_MeshQueue_RenderTransparent();
8531 if (r_timereport_active)
8532 R_TimeReport("drawtrans");
8534 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))
8536 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8537 if (r_timereport_active)
8538 R_TimeReport("worlddebug");
8539 R_DrawModelsDebug();
8540 if (r_timereport_active)
8541 R_TimeReport("modeldebug");
8544 if (cl.csqc_vidvars.drawworld)
8546 R_Shadow_DrawCoronas();
8547 if (r_timereport_active)
8548 R_TimeReport("coronas");
8551 // don't let sound skip if going slow
8552 if (r_refdef.scene.extraupdate)
8555 R_ResetViewRendering2D();
8558 static const unsigned short bboxelements[36] =
8568 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8571 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8573 RSurf_ActiveWorldEntity();
8575 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8576 GL_DepthMask(false);
8577 GL_DepthRange(0, 1);
8578 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8579 R_Mesh_ResetTextureState();
8581 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8582 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8583 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8584 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8585 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8586 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8587 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8588 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8589 R_FillColors(color4f, 8, cr, cg, cb, ca);
8590 if (r_refdef.fogenabled)
8592 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8594 f1 = RSurf_FogVertex(v);
8596 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8597 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8598 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8601 R_Mesh_VertexPointer(vertex3f, 0, 0);
8602 R_Mesh_ColorPointer(color4f, 0, 0);
8603 R_Mesh_ResetTextureState();
8604 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8605 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8608 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8612 prvm_edict_t *edict;
8613 prvm_prog_t *prog_save = prog;
8615 // this function draws bounding boxes of server entities
8619 GL_CullFace(GL_NONE);
8620 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8624 for (i = 0;i < numsurfaces;i++)
8626 edict = PRVM_EDICT_NUM(surfacelist[i]);
8627 switch ((int)edict->fields.server->solid)
8629 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8630 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8631 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8632 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8633 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8634 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8636 color[3] *= r_showbboxes.value;
8637 color[3] = bound(0, color[3], 1);
8638 GL_DepthTest(!r_showdisabledepthtest.integer);
8639 GL_CullFace(r_refdef.view.cullface_front);
8640 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8646 static void R_DrawEntityBBoxes(void)
8649 prvm_edict_t *edict;
8651 prvm_prog_t *prog_save = prog;
8653 // this function draws bounding boxes of server entities
8659 for (i = 0;i < prog->num_edicts;i++)
8661 edict = PRVM_EDICT_NUM(i);
8662 if (edict->priv.server->free)
8664 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8665 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8667 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8669 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8670 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8676 static const int nomodelelement3i[24] =
8688 static const unsigned short nomodelelement3s[24] =
8700 static const float nomodelvertex3f[6*3] =
8710 static const float nomodelcolor4f[6*4] =
8712 0.0f, 0.0f, 0.5f, 1.0f,
8713 0.0f, 0.0f, 0.5f, 1.0f,
8714 0.0f, 0.5f, 0.0f, 1.0f,
8715 0.0f, 0.5f, 0.0f, 1.0f,
8716 0.5f, 0.0f, 0.0f, 1.0f,
8717 0.5f, 0.0f, 0.0f, 1.0f
8720 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8726 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);
8728 // this is only called once per entity so numsurfaces is always 1, and
8729 // surfacelist is always {0}, so this code does not handle batches
8731 if (rsurface.ent_flags & RENDER_ADDITIVE)
8733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8734 GL_DepthMask(false);
8736 else if (rsurface.colormod[3] < 1)
8738 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8739 GL_DepthMask(false);
8743 GL_BlendFunc(GL_ONE, GL_ZERO);
8746 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8747 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8748 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8749 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8750 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8751 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8752 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8753 R_Mesh_ColorPointer(color4f, 0, 0);
8754 for (i = 0, c = color4f;i < 6;i++, c += 4)
8756 c[0] *= rsurface.colormod[0];
8757 c[1] *= rsurface.colormod[1];
8758 c[2] *= rsurface.colormod[2];
8759 c[3] *= rsurface.colormod[3];
8761 if (r_refdef.fogenabled)
8763 for (i = 0, c = color4f;i < 6;i++, c += 4)
8765 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8767 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8768 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8769 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8772 R_Mesh_ResetTextureState();
8773 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8776 void R_DrawNoModel(entity_render_t *ent)
8779 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8780 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8781 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8783 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8786 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8788 vec3_t right1, right2, diff, normal;
8790 VectorSubtract (org2, org1, normal);
8792 // calculate 'right' vector for start
8793 VectorSubtract (r_refdef.view.origin, org1, diff);
8794 CrossProduct (normal, diff, right1);
8795 VectorNormalize (right1);
8797 // calculate 'right' vector for end
8798 VectorSubtract (r_refdef.view.origin, org2, diff);
8799 CrossProduct (normal, diff, right2);
8800 VectorNormalize (right2);
8802 vert[ 0] = org1[0] + width * right1[0];
8803 vert[ 1] = org1[1] + width * right1[1];
8804 vert[ 2] = org1[2] + width * right1[2];
8805 vert[ 3] = org1[0] - width * right1[0];
8806 vert[ 4] = org1[1] - width * right1[1];
8807 vert[ 5] = org1[2] - width * right1[2];
8808 vert[ 6] = org2[0] - width * right2[0];
8809 vert[ 7] = org2[1] - width * right2[1];
8810 vert[ 8] = org2[2] - width * right2[2];
8811 vert[ 9] = org2[0] + width * right2[0];
8812 vert[10] = org2[1] + width * right2[1];
8813 vert[11] = org2[2] + width * right2[2];
8816 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)
8818 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8819 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8820 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8821 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8822 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8823 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8824 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8825 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8826 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8827 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8828 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8829 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8832 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8837 VectorSet(v, x, y, z);
8838 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8839 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8841 if (i == mesh->numvertices)
8843 if (mesh->numvertices < mesh->maxvertices)
8845 VectorCopy(v, vertex3f);
8846 mesh->numvertices++;
8848 return mesh->numvertices;
8854 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8858 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8859 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8860 e = mesh->element3i + mesh->numtriangles * 3;
8861 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8863 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8864 if (mesh->numtriangles < mesh->maxtriangles)
8869 mesh->numtriangles++;
8871 element[1] = element[2];
8875 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8879 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8880 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8881 e = mesh->element3i + mesh->numtriangles * 3;
8882 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8884 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8885 if (mesh->numtriangles < mesh->maxtriangles)
8890 mesh->numtriangles++;
8892 element[1] = element[2];
8896 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8897 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8899 int planenum, planenum2;
8902 mplane_t *plane, *plane2;
8904 double temppoints[2][256*3];
8905 // figure out how large a bounding box we need to properly compute this brush
8907 for (w = 0;w < numplanes;w++)
8908 maxdist = max(maxdist, fabs(planes[w].dist));
8909 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8910 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8911 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8915 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8916 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8918 if (planenum2 == planenum)
8920 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);
8923 if (tempnumpoints < 3)
8925 // generate elements forming a triangle fan for this polygon
8926 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8930 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)
8932 texturelayer_t *layer;
8933 layer = t->currentlayers + t->currentnumlayers++;
8935 layer->depthmask = depthmask;
8936 layer->blendfunc1 = blendfunc1;
8937 layer->blendfunc2 = blendfunc2;
8938 layer->texture = texture;
8939 layer->texmatrix = *matrix;
8940 layer->color[0] = r;
8941 layer->color[1] = g;
8942 layer->color[2] = b;
8943 layer->color[3] = a;
8946 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8949 index = parms[2] + r_refdef.scene.time * parms[3];
8950 index -= floor(index);
8954 case Q3WAVEFUNC_NONE:
8955 case Q3WAVEFUNC_NOISE:
8956 case Q3WAVEFUNC_COUNT:
8959 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8960 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8961 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8962 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8963 case Q3WAVEFUNC_TRIANGLE:
8965 f = index - floor(index);
8976 return (float)(parms[0] + parms[1] * f);
8979 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8984 matrix4x4_t matrix, temp;
8985 switch(tcmod->tcmod)
8989 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8990 matrix = r_waterscrollmatrix;
8992 matrix = identitymatrix;
8994 case Q3TCMOD_ENTITYTRANSLATE:
8995 // this is used in Q3 to allow the gamecode to control texcoord
8996 // scrolling on the entity, which is not supported in darkplaces yet.
8997 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8999 case Q3TCMOD_ROTATE:
9000 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9001 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9002 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9005 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9007 case Q3TCMOD_SCROLL:
9008 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9010 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9011 w = (int) tcmod->parms[0];
9012 h = (int) tcmod->parms[1];
9013 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9015 idx = (int) floor(f * w * h);
9016 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9018 case Q3TCMOD_STRETCH:
9019 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9020 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9022 case Q3TCMOD_TRANSFORM:
9023 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9024 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9025 VectorSet(tcmat + 6, 0 , 0 , 1);
9026 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9027 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9029 case Q3TCMOD_TURBULENT:
9030 // this is handled in the RSurf_PrepareVertices function
9031 matrix = identitymatrix;
9035 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9038 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9040 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9041 char name[MAX_QPATH];
9042 skinframe_t *skinframe;
9043 unsigned char pixels[296*194];
9044 strlcpy(cache->name, skinname, sizeof(cache->name));
9045 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9046 if (developer_loading.integer)
9047 Con_Printf("loading %s\n", name);
9048 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9049 if (!skinframe || !skinframe->base)
9052 fs_offset_t filesize;
9054 f = FS_LoadFile(name, tempmempool, true, &filesize);
9057 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9058 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9062 cache->skinframe = skinframe;
9065 texture_t *R_GetCurrentTexture(texture_t *t)
9068 const entity_render_t *ent = rsurface.entity;
9069 dp_model_t *model = ent->model;
9070 q3shaderinfo_layer_tcmod_t *tcmod;
9072 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9073 return t->currentframe;
9074 t->update_lastrenderframe = r_textureframe;
9075 t->update_lastrenderentity = (void *)ent;
9077 // switch to an alternate material if this is a q1bsp animated material
9079 texture_t *texture = t;
9080 int s = rsurface.ent_skinnum;
9081 if ((unsigned int)s >= (unsigned int)model->numskins)
9083 if (model->skinscenes)
9085 if (model->skinscenes[s].framecount > 1)
9086 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9088 s = model->skinscenes[s].firstframe;
9091 t = t + s * model->num_surfaces;
9094 // use an alternate animation if the entity's frame is not 0,
9095 // and only if the texture has an alternate animation
9096 if (rsurface.ent_alttextures && t->anim_total[1])
9097 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9099 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9101 texture->currentframe = t;
9104 // update currentskinframe to be a qw skin or animation frame
9105 if (rsurface.ent_qwskin >= 0)
9107 i = rsurface.ent_qwskin;
9108 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9110 r_qwskincache_size = cl.maxclients;
9112 Mem_Free(r_qwskincache);
9113 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9115 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9116 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9117 t->currentskinframe = r_qwskincache[i].skinframe;
9118 if (t->currentskinframe == NULL)
9119 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9121 else if (t->numskinframes >= 2)
9122 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9123 if (t->backgroundnumskinframes >= 2)
9124 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9126 t->currentmaterialflags = t->basematerialflags;
9127 t->currentalpha = rsurface.colormod[3];
9128 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9129 t->currentalpha *= r_wateralpha.value;
9130 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9131 t->currentalpha *= t->r_water_wateralpha;
9132 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9133 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9134 if (!(rsurface.ent_flags & RENDER_LIGHT))
9135 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9136 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9138 // pick a model lighting mode
9139 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9140 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9142 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9144 if (rsurface.ent_flags & RENDER_ADDITIVE)
9145 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9146 else if (t->currentalpha < 1)
9147 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9148 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9149 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9150 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9151 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9152 if (t->backgroundnumskinframes)
9153 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9154 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9156 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9157 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9160 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9161 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9162 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9164 // there is no tcmod
9165 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9167 t->currenttexmatrix = r_waterscrollmatrix;
9168 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9170 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9172 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9173 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9176 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9177 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9178 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9179 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9181 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9182 if (t->currentskinframe->qpixels)
9183 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9184 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9185 if (!t->basetexture)
9186 t->basetexture = r_texture_notexture;
9187 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9188 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9189 t->nmaptexture = t->currentskinframe->nmap;
9190 if (!t->nmaptexture)
9191 t->nmaptexture = r_texture_blanknormalmap;
9192 t->glosstexture = r_texture_black;
9193 t->glowtexture = t->currentskinframe->glow;
9194 t->fogtexture = t->currentskinframe->fog;
9195 t->reflectmasktexture = t->currentskinframe->reflect;
9196 if (t->backgroundnumskinframes)
9198 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9199 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9200 t->backgroundglosstexture = r_texture_black;
9201 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9202 if (!t->backgroundnmaptexture)
9203 t->backgroundnmaptexture = r_texture_blanknormalmap;
9207 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9208 t->backgroundnmaptexture = r_texture_blanknormalmap;
9209 t->backgroundglosstexture = r_texture_black;
9210 t->backgroundglowtexture = NULL;
9212 t->specularpower = r_shadow_glossexponent.value;
9213 // TODO: store reference values for these in the texture?
9214 t->specularscale = 0;
9215 if (r_shadow_gloss.integer > 0)
9217 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9219 if (r_shadow_glossintensity.value > 0)
9221 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9222 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9223 t->specularscale = r_shadow_glossintensity.value;
9226 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9228 t->glosstexture = r_texture_white;
9229 t->backgroundglosstexture = r_texture_white;
9230 t->specularscale = r_shadow_gloss2intensity.value;
9231 t->specularpower = r_shadow_gloss2exponent.value;
9234 t->specularscale *= t->specularscalemod;
9235 t->specularpower *= t->specularpowermod;
9237 // lightmaps mode looks bad with dlights using actual texturing, so turn
9238 // off the colormap and glossmap, but leave the normalmap on as it still
9239 // accurately represents the shading involved
9240 if (gl_lightmaps.integer)
9242 t->basetexture = r_texture_grey128;
9243 t->pantstexture = r_texture_black;
9244 t->shirttexture = r_texture_black;
9245 t->nmaptexture = r_texture_blanknormalmap;
9246 t->glosstexture = r_texture_black;
9247 t->glowtexture = NULL;
9248 t->fogtexture = NULL;
9249 t->reflectmasktexture = NULL;
9250 t->backgroundbasetexture = NULL;
9251 t->backgroundnmaptexture = r_texture_blanknormalmap;
9252 t->backgroundglosstexture = r_texture_black;
9253 t->backgroundglowtexture = NULL;
9254 t->specularscale = 0;
9255 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9258 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9259 VectorClear(t->dlightcolor);
9260 t->currentnumlayers = 0;
9261 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9263 int blendfunc1, blendfunc2;
9265 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9267 blendfunc1 = GL_SRC_ALPHA;
9268 blendfunc2 = GL_ONE;
9270 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9272 blendfunc1 = GL_SRC_ALPHA;
9273 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9275 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9277 blendfunc1 = t->customblendfunc[0];
9278 blendfunc2 = t->customblendfunc[1];
9282 blendfunc1 = GL_ONE;
9283 blendfunc2 = GL_ZERO;
9285 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9286 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9288 // fullbright is not affected by r_refdef.lightmapintensity
9289 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]);
9290 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9291 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]);
9292 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9293 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]);
9297 vec3_t ambientcolor;
9299 // set the color tint used for lights affecting this surface
9300 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9302 // q3bsp has no lightmap updates, so the lightstylevalue that
9303 // would normally be baked into the lightmap must be
9304 // applied to the color
9305 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9306 if (model->type == mod_brushq3)
9307 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9308 colorscale *= r_refdef.lightmapintensity;
9309 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9310 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9311 // basic lit geometry
9312 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]);
9313 // add pants/shirt if needed
9314 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9315 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]);
9316 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9317 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]);
9318 // now add ambient passes if needed
9319 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9321 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]);
9322 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9323 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]);
9324 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9325 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]);
9328 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9329 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]);
9330 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9332 // if this is opaque use alpha blend which will darken the earlier
9335 // if this is an alpha blended material, all the earlier passes
9336 // were darkened by fog already, so we only need to add the fog
9337 // color ontop through the fog mask texture
9339 // if this is an additive blended material, all the earlier passes
9340 // were darkened by fog already, and we should not add fog color
9341 // (because the background was not darkened, there is no fog color
9342 // that was lost behind it).
9343 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]);
9347 return t->currentframe;
9350 rsurfacestate_t rsurface;
9352 void R_Mesh_ResizeArrays(int newvertices)
9355 if (rsurface.array_size >= newvertices)
9357 if (rsurface.array_modelvertex3f)
9358 Mem_Free(rsurface.array_modelvertex3f);
9359 rsurface.array_size = (newvertices + 1023) & ~1023;
9360 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9361 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9362 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9363 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9364 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9365 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9366 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9367 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9368 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9369 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9370 rsurface.array_color4f = base + rsurface.array_size * 27;
9371 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9374 void RSurf_ActiveWorldEntity(void)
9376 dp_model_t *model = r_refdef.scene.worldmodel;
9377 //if (rsurface.entity == r_refdef.scene.worldentity)
9379 rsurface.entity = r_refdef.scene.worldentity;
9380 rsurface.skeleton = NULL;
9381 rsurface.ent_skinnum = 0;
9382 rsurface.ent_qwskin = -1;
9383 rsurface.ent_shadertime = 0;
9384 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9385 if (rsurface.array_size < model->surfmesh.num_vertices)
9386 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9387 rsurface.matrix = identitymatrix;
9388 rsurface.inversematrix = identitymatrix;
9389 rsurface.matrixscale = 1;
9390 rsurface.inversematrixscale = 1;
9391 R_EntityMatrix(&identitymatrix);
9392 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9393 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9394 rsurface.fograngerecip = r_refdef.fograngerecip;
9395 rsurface.fogheightfade = r_refdef.fogheightfade;
9396 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9397 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9398 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9399 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9400 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9401 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9402 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9403 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9404 rsurface.colormod[3] = 1;
9405 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);
9406 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9407 rsurface.frameblend[0].lerp = 1;
9408 rsurface.ent_alttextures = false;
9409 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9410 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9411 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9412 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9413 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9414 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9415 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9416 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9417 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9418 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9419 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9420 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9421 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9422 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9423 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9424 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9425 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9426 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9427 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9428 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9429 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9430 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9431 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9432 rsurface.modelelement3i = model->surfmesh.data_element3i;
9433 rsurface.modelelement3s = model->surfmesh.data_element3s;
9434 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9435 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9436 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9437 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9438 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9439 rsurface.modelsurfaces = model->data_surfaces;
9440 rsurface.generatedvertex = false;
9441 rsurface.vertex3f = rsurface.modelvertex3f;
9442 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9443 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9444 rsurface.svector3f = rsurface.modelsvector3f;
9445 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9446 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9447 rsurface.tvector3f = rsurface.modeltvector3f;
9448 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9449 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9450 rsurface.normal3f = rsurface.modelnormal3f;
9451 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9452 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9453 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9456 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9458 dp_model_t *model = ent->model;
9459 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9461 rsurface.entity = (entity_render_t *)ent;
9462 rsurface.skeleton = ent->skeleton;
9463 rsurface.ent_skinnum = ent->skinnum;
9464 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;
9465 rsurface.ent_shadertime = ent->shadertime;
9466 rsurface.ent_flags = ent->flags;
9467 if (rsurface.array_size < model->surfmesh.num_vertices)
9468 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9469 rsurface.matrix = ent->matrix;
9470 rsurface.inversematrix = ent->inversematrix;
9471 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9472 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9473 R_EntityMatrix(&rsurface.matrix);
9474 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9475 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9476 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9477 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9478 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9479 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9480 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9481 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9482 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9483 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9484 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9485 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9486 rsurface.colormod[3] = ent->alpha;
9487 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9488 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9489 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9490 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9491 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9492 if (ent->model->brush.submodel && !prepass)
9494 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9495 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9497 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9499 if (ent->animcache_vertex3f && !r_framedata_failed)
9501 rsurface.modelvertex3f = ent->animcache_vertex3f;
9502 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9503 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9504 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9506 else if (wanttangents)
9508 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9509 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9510 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9511 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9512 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9514 else if (wantnormals)
9516 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9517 rsurface.modelsvector3f = NULL;
9518 rsurface.modeltvector3f = NULL;
9519 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9520 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9524 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9525 rsurface.modelsvector3f = NULL;
9526 rsurface.modeltvector3f = NULL;
9527 rsurface.modelnormal3f = NULL;
9528 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9530 rsurface.modelvertex3f_bufferobject = 0;
9531 rsurface.modelvertex3f_bufferoffset = 0;
9532 rsurface.modelsvector3f_bufferobject = 0;
9533 rsurface.modelsvector3f_bufferoffset = 0;
9534 rsurface.modeltvector3f_bufferobject = 0;
9535 rsurface.modeltvector3f_bufferoffset = 0;
9536 rsurface.modelnormal3f_bufferobject = 0;
9537 rsurface.modelnormal3f_bufferoffset = 0;
9538 rsurface.generatedvertex = true;
9542 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9543 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9544 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9545 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9546 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9547 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9548 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9549 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9550 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9551 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9552 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9553 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9554 rsurface.generatedvertex = false;
9556 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9557 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9558 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9559 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9560 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9561 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9562 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9563 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9564 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9565 rsurface.modelelement3i = model->surfmesh.data_element3i;
9566 rsurface.modelelement3s = model->surfmesh.data_element3s;
9567 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9568 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9569 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9570 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9571 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9572 rsurface.modelsurfaces = model->data_surfaces;
9573 rsurface.vertex3f = rsurface.modelvertex3f;
9574 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9575 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9576 rsurface.svector3f = rsurface.modelsvector3f;
9577 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9578 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9579 rsurface.tvector3f = rsurface.modeltvector3f;
9580 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9581 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9582 rsurface.normal3f = rsurface.modelnormal3f;
9583 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9584 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9585 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9588 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)
9590 rsurface.entity = r_refdef.scene.worldentity;
9591 rsurface.skeleton = NULL;
9592 rsurface.ent_skinnum = 0;
9593 rsurface.ent_qwskin = -1;
9594 rsurface.ent_shadertime = shadertime;
9595 rsurface.ent_flags = entflags;
9596 rsurface.modelnum_vertices = numvertices;
9597 rsurface.modelnum_triangles = numtriangles;
9598 if (rsurface.array_size < rsurface.modelnum_vertices)
9599 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9600 rsurface.matrix = *matrix;
9601 rsurface.inversematrix = *inversematrix;
9602 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9603 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9604 R_EntityMatrix(&rsurface.matrix);
9605 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9606 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9607 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9608 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9609 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9610 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9611 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9612 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9613 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9614 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9615 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9616 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9617 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);
9618 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9619 rsurface.frameblend[0].lerp = 1;
9620 rsurface.ent_alttextures = false;
9621 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9622 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9625 rsurface.modelvertex3f = vertex3f;
9626 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9627 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9628 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9630 else if (wantnormals)
9632 rsurface.modelvertex3f = vertex3f;
9633 rsurface.modelsvector3f = NULL;
9634 rsurface.modeltvector3f = NULL;
9635 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9639 rsurface.modelvertex3f = vertex3f;
9640 rsurface.modelsvector3f = NULL;
9641 rsurface.modeltvector3f = NULL;
9642 rsurface.modelnormal3f = NULL;
9644 rsurface.modelvertex3f_bufferobject = 0;
9645 rsurface.modelvertex3f_bufferoffset = 0;
9646 rsurface.modelsvector3f_bufferobject = 0;
9647 rsurface.modelsvector3f_bufferoffset = 0;
9648 rsurface.modeltvector3f_bufferobject = 0;
9649 rsurface.modeltvector3f_bufferoffset = 0;
9650 rsurface.modelnormal3f_bufferobject = 0;
9651 rsurface.modelnormal3f_bufferoffset = 0;
9652 rsurface.generatedvertex = true;
9653 rsurface.modellightmapcolor4f = color4f;
9654 rsurface.modellightmapcolor4f_bufferobject = 0;
9655 rsurface.modellightmapcolor4f_bufferoffset = 0;
9656 rsurface.modeltexcoordtexture2f = texcoord2f;
9657 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9658 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9659 rsurface.modeltexcoordlightmap2f = NULL;
9660 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9661 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9662 rsurface.modelelement3i = element3i;
9663 rsurface.modelelement3s = element3s;
9664 rsurface.modelelement3i_bufferobject = 0;
9665 rsurface.modelelement3s_bufferobject = 0;
9666 rsurface.modellightmapoffsets = NULL;
9667 rsurface.modelsurfaces = NULL;
9668 rsurface.vertex3f = rsurface.modelvertex3f;
9669 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9670 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9671 rsurface.svector3f = rsurface.modelsvector3f;
9672 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9673 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9674 rsurface.tvector3f = rsurface.modeltvector3f;
9675 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9676 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9677 rsurface.normal3f = rsurface.modelnormal3f;
9678 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9679 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9680 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9682 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9684 if ((wantnormals || wanttangents) && !normal3f)
9685 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9686 if (wanttangents && !svector3f)
9687 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9691 float RSurf_FogPoint(const float *v)
9693 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9694 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9695 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9696 float FogHeightFade = r_refdef.fogheightfade;
9698 unsigned int fogmasktableindex;
9699 if (r_refdef.fogplaneviewabove)
9700 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9702 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9703 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9704 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9707 float RSurf_FogVertex(const float *v)
9709 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9710 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9711 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9712 float FogHeightFade = rsurface.fogheightfade;
9714 unsigned int fogmasktableindex;
9715 if (r_refdef.fogplaneviewabove)
9716 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9718 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9719 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9720 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9723 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9724 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9727 int texturesurfaceindex;
9732 const float *v1, *in_tc;
9734 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9736 q3shaderinfo_deform_t *deform;
9737 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9738 if (rsurface.generatedvertex)
9740 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9741 generatenormals = true;
9742 for (i = 0;i < Q3MAXDEFORMS;i++)
9744 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9746 generatetangents = true;
9747 generatenormals = true;
9749 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9750 generatenormals = true;
9752 if (generatenormals && !rsurface.modelnormal3f)
9754 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9755 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9756 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9757 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9759 if (generatetangents && !rsurface.modelsvector3f)
9761 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9762 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9763 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9764 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9765 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9766 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9767 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9770 rsurface.vertex3f = rsurface.modelvertex3f;
9771 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9772 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9773 rsurface.svector3f = rsurface.modelsvector3f;
9774 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9775 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9776 rsurface.tvector3f = rsurface.modeltvector3f;
9777 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9778 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9779 rsurface.normal3f = rsurface.modelnormal3f;
9780 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9781 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9782 // if vertices are deformed (sprite flares and things in maps, possibly
9783 // water waves, bulges and other deformations), generate them into
9784 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9785 // (may be static model data or generated data for an animated model, or
9786 // the previous deform pass)
9787 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9789 switch (deform->deform)
9792 case Q3DEFORM_PROJECTIONSHADOW:
9793 case Q3DEFORM_TEXT0:
9794 case Q3DEFORM_TEXT1:
9795 case Q3DEFORM_TEXT2:
9796 case Q3DEFORM_TEXT3:
9797 case Q3DEFORM_TEXT4:
9798 case Q3DEFORM_TEXT5:
9799 case Q3DEFORM_TEXT6:
9800 case Q3DEFORM_TEXT7:
9803 case Q3DEFORM_AUTOSPRITE:
9804 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9805 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9806 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9807 VectorNormalize(newforward);
9808 VectorNormalize(newright);
9809 VectorNormalize(newup);
9810 // make deformed versions of only the model vertices used by the specified surfaces
9811 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9813 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9814 // a single autosprite surface can contain multiple sprites...
9815 for (j = 0;j < surface->num_vertices - 3;j += 4)
9817 VectorClear(center);
9818 for (i = 0;i < 4;i++)
9819 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9820 VectorScale(center, 0.25f, center);
9821 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9822 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9823 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9824 for (i = 0;i < 4;i++)
9826 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9827 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9830 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9831 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9833 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9834 rsurface.vertex3f_bufferobject = 0;
9835 rsurface.vertex3f_bufferoffset = 0;
9836 rsurface.svector3f = rsurface.array_deformedsvector3f;
9837 rsurface.svector3f_bufferobject = 0;
9838 rsurface.svector3f_bufferoffset = 0;
9839 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9840 rsurface.tvector3f_bufferobject = 0;
9841 rsurface.tvector3f_bufferoffset = 0;
9842 rsurface.normal3f = rsurface.array_deformednormal3f;
9843 rsurface.normal3f_bufferobject = 0;
9844 rsurface.normal3f_bufferoffset = 0;
9846 case Q3DEFORM_AUTOSPRITE2:
9847 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9848 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9849 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9850 VectorNormalize(newforward);
9851 VectorNormalize(newright);
9852 VectorNormalize(newup);
9853 // make deformed versions of only the model vertices used by the specified surfaces
9854 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9856 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9857 const float *v1, *v2;
9867 memset(shortest, 0, sizeof(shortest));
9868 // a single autosprite surface can contain multiple sprites...
9869 for (j = 0;j < surface->num_vertices - 3;j += 4)
9871 VectorClear(center);
9872 for (i = 0;i < 4;i++)
9873 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9874 VectorScale(center, 0.25f, center);
9875 // find the two shortest edges, then use them to define the
9876 // axis vectors for rotating around the central axis
9877 for (i = 0;i < 6;i++)
9879 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9880 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9882 Debug_PolygonBegin(NULL, 0);
9883 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9884 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9885 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9888 l = VectorDistance2(v1, v2);
9889 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9891 l += (1.0f / 1024.0f);
9892 if (shortest[0].length2 > l || i == 0)
9894 shortest[1] = shortest[0];
9895 shortest[0].length2 = l;
9896 shortest[0].v1 = v1;
9897 shortest[0].v2 = v2;
9899 else if (shortest[1].length2 > l || i == 1)
9901 shortest[1].length2 = l;
9902 shortest[1].v1 = v1;
9903 shortest[1].v2 = v2;
9906 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9907 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9909 Debug_PolygonBegin(NULL, 0);
9910 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9911 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9912 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9915 // this calculates the right vector from the shortest edge
9916 // and the up vector from the edge midpoints
9917 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9918 VectorNormalize(right);
9919 VectorSubtract(end, start, up);
9920 VectorNormalize(up);
9921 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9922 VectorSubtract(rsurface.localvieworigin, center, forward);
9923 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9924 VectorNegate(forward, forward);
9925 VectorReflect(forward, 0, up, forward);
9926 VectorNormalize(forward);
9927 CrossProduct(up, forward, newright);
9928 VectorNormalize(newright);
9930 Debug_PolygonBegin(NULL, 0);
9931 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9932 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9933 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9937 Debug_PolygonBegin(NULL, 0);
9938 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9939 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9940 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9943 // rotate the quad around the up axis vector, this is made
9944 // especially easy by the fact we know the quad is flat,
9945 // so we only have to subtract the center position and
9946 // measure distance along the right vector, and then
9947 // multiply that by the newright vector and add back the
9949 // we also need to subtract the old position to undo the
9950 // displacement from the center, which we do with a
9951 // DotProduct, the subtraction/addition of center is also
9952 // optimized into DotProducts here
9953 l = DotProduct(right, center);
9954 for (i = 0;i < 4;i++)
9956 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9957 f = DotProduct(right, v1) - l;
9958 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9961 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9962 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9964 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9965 rsurface.vertex3f_bufferobject = 0;
9966 rsurface.vertex3f_bufferoffset = 0;
9967 rsurface.svector3f = rsurface.array_deformedsvector3f;
9968 rsurface.svector3f_bufferobject = 0;
9969 rsurface.svector3f_bufferoffset = 0;
9970 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9971 rsurface.tvector3f_bufferobject = 0;
9972 rsurface.tvector3f_bufferoffset = 0;
9973 rsurface.normal3f = rsurface.array_deformednormal3f;
9974 rsurface.normal3f_bufferobject = 0;
9975 rsurface.normal3f_bufferoffset = 0;
9977 case Q3DEFORM_NORMAL:
9978 // deform the normals to make reflections wavey
9979 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9981 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9982 for (j = 0;j < surface->num_vertices;j++)
9985 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9986 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9987 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9988 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9989 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9990 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9991 VectorNormalize(normal);
9993 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9995 rsurface.svector3f = rsurface.array_deformedsvector3f;
9996 rsurface.svector3f_bufferobject = 0;
9997 rsurface.svector3f_bufferoffset = 0;
9998 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9999 rsurface.tvector3f_bufferobject = 0;
10000 rsurface.tvector3f_bufferoffset = 0;
10001 rsurface.normal3f = rsurface.array_deformednormal3f;
10002 rsurface.normal3f_bufferobject = 0;
10003 rsurface.normal3f_bufferoffset = 0;
10005 case Q3DEFORM_WAVE:
10006 // deform vertex array to make wavey water and flags and such
10007 waveparms[0] = deform->waveparms[0];
10008 waveparms[1] = deform->waveparms[1];
10009 waveparms[2] = deform->waveparms[2];
10010 waveparms[3] = deform->waveparms[3];
10011 // this is how a divisor of vertex influence on deformation
10012 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10013 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10014 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10016 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10017 for (j = 0;j < surface->num_vertices;j++)
10019 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10020 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10021 // if the wavefunc depends on time, evaluate it per-vertex
10024 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10025 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10027 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10030 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10031 rsurface.vertex3f_bufferobject = 0;
10032 rsurface.vertex3f_bufferoffset = 0;
10034 case Q3DEFORM_BULGE:
10035 // deform vertex array to make the surface have moving bulges
10036 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10038 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10039 for (j = 0;j < surface->num_vertices;j++)
10041 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10042 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10045 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10046 rsurface.vertex3f_bufferobject = 0;
10047 rsurface.vertex3f_bufferoffset = 0;
10049 case Q3DEFORM_MOVE:
10050 // deform vertex array
10051 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10052 VectorScale(deform->parms, scale, waveparms);
10053 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10055 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10056 for (j = 0;j < surface->num_vertices;j++)
10057 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10059 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10060 rsurface.vertex3f_bufferobject = 0;
10061 rsurface.vertex3f_bufferoffset = 0;
10065 // generate texcoords based on the chosen texcoord source
10066 switch(rsurface.texture->tcgen.tcgen)
10069 case Q3TCGEN_TEXTURE:
10070 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10071 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10072 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10074 case Q3TCGEN_LIGHTMAP:
10075 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10076 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10077 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10079 case Q3TCGEN_VECTOR:
10080 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10082 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10083 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10085 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10086 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10089 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10090 rsurface.texcoordtexture2f_bufferobject = 0;
10091 rsurface.texcoordtexture2f_bufferoffset = 0;
10093 case Q3TCGEN_ENVIRONMENT:
10094 // make environment reflections using a spheremap
10095 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10097 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10098 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10099 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10100 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10101 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10103 // identical to Q3A's method, but executed in worldspace so
10104 // carried models can be shiny too
10106 float viewer[3], d, reflected[3], worldreflected[3];
10108 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10109 // VectorNormalize(viewer);
10111 d = DotProduct(normal, viewer);
10113 reflected[0] = normal[0]*2*d - viewer[0];
10114 reflected[1] = normal[1]*2*d - viewer[1];
10115 reflected[2] = normal[2]*2*d - viewer[2];
10116 // note: this is proportinal to viewer, so we can normalize later
10118 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10119 VectorNormalize(worldreflected);
10121 // note: this sphere map only uses world x and z!
10122 // so positive and negative y will LOOK THE SAME.
10123 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10124 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10127 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10128 rsurface.texcoordtexture2f_bufferobject = 0;
10129 rsurface.texcoordtexture2f_bufferoffset = 0;
10132 // the only tcmod that needs software vertex processing is turbulent, so
10133 // check for it here and apply the changes if needed
10134 // and we only support that as the first one
10135 // (handling a mixture of turbulent and other tcmods would be problematic
10136 // without punting it entirely to a software path)
10137 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10139 amplitude = rsurface.texture->tcmods[0].parms[1];
10140 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10141 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10143 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10144 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10146 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10147 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10150 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10151 rsurface.texcoordtexture2f_bufferobject = 0;
10152 rsurface.texcoordtexture2f_bufferoffset = 0;
10154 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10155 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10156 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10157 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10160 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10163 const msurface_t *surface = texturesurfacelist[0];
10164 const msurface_t *surface2;
10169 // TODO: lock all array ranges before render, rather than on each surface
10170 if (texturenumsurfaces == 1)
10171 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10172 else if (r_batchmode.integer == 2)
10174 #define MAXBATCHTRIANGLES 65536
10175 int batchtriangles = 0;
10176 static int batchelements[MAXBATCHTRIANGLES*3];
10177 for (i = 0;i < texturenumsurfaces;i = j)
10179 surface = texturesurfacelist[i];
10181 if (surface->num_triangles > MAXBATCHTRIANGLES)
10183 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10186 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10187 batchtriangles = surface->num_triangles;
10188 firstvertex = surface->num_firstvertex;
10189 endvertex = surface->num_firstvertex + surface->num_vertices;
10190 for (;j < texturenumsurfaces;j++)
10192 surface2 = texturesurfacelist[j];
10193 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10195 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10196 batchtriangles += surface2->num_triangles;
10197 firstvertex = min(firstvertex, surface2->num_firstvertex);
10198 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10200 surface2 = texturesurfacelist[j-1];
10201 numvertices = endvertex - firstvertex;
10202 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10205 else if (r_batchmode.integer == 1)
10207 for (i = 0;i < texturenumsurfaces;i = j)
10209 surface = texturesurfacelist[i];
10210 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10211 if (texturesurfacelist[j] != surface2)
10213 surface2 = texturesurfacelist[j-1];
10214 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10215 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10216 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10221 for (i = 0;i < texturenumsurfaces;i++)
10223 surface = texturesurfacelist[i];
10224 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10229 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10231 switch(vid.renderpath)
10233 case RENDERPATH_CGGL:
10235 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10236 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10239 case RENDERPATH_GL20:
10240 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10241 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10243 case RENDERPATH_GL13:
10244 case RENDERPATH_GL11:
10245 R_Mesh_TexBind(0, surface->lightmaptexture);
10250 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10252 // pick the closest matching water plane and bind textures
10253 int planeindex, vertexindex;
10257 r_waterstate_waterplane_t *p, *bestp;
10260 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10263 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10265 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10266 d += fabs(PlaneDiff(vert, &p->plane));
10268 if (bestd > d || !bestp)
10274 switch(vid.renderpath)
10276 case RENDERPATH_CGGL:
10278 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10279 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10282 case RENDERPATH_GL20:
10283 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10284 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10286 case RENDERPATH_GL13:
10287 case RENDERPATH_GL11:
10292 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10295 const msurface_t *surface;
10296 if (r_waterstate.renderingscene)
10298 for (i = 0;i < texturenumsurfaces;i++)
10300 surface = texturesurfacelist[i];
10301 RSurf_BindLightmapForSurface(surface);
10302 RSurf_BindReflectionForSurface(surface);
10303 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10307 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10311 const msurface_t *surface = texturesurfacelist[0];
10312 const msurface_t *surface2;
10317 if (texturenumsurfaces == 1)
10319 RSurf_BindLightmapForSurface(surface);
10320 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10322 else if (r_batchmode.integer == 2)
10324 int batchtriangles = 0;
10325 static int batchelements[MAXBATCHTRIANGLES*3];
10326 for (i = 0;i < texturenumsurfaces;i = j)
10328 surface = texturesurfacelist[i];
10329 RSurf_BindLightmapForSurface(surface);
10331 if (surface->num_triangles > MAXBATCHTRIANGLES)
10333 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10336 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10337 batchtriangles = surface->num_triangles;
10338 firstvertex = surface->num_firstvertex;
10339 endvertex = surface->num_firstvertex + surface->num_vertices;
10340 for (;j < texturenumsurfaces;j++)
10342 surface2 = texturesurfacelist[j];
10343 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10345 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10346 batchtriangles += surface2->num_triangles;
10347 firstvertex = min(firstvertex, surface2->num_firstvertex);
10348 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10350 surface2 = texturesurfacelist[j-1];
10351 numvertices = endvertex - firstvertex;
10352 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10355 else if (r_batchmode.integer == 1)
10358 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10359 for (i = 0;i < texturenumsurfaces;i = j)
10361 surface = texturesurfacelist[i];
10362 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10363 if (texturesurfacelist[j] != surface2)
10365 Con_Printf(" %i", j - i);
10368 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10370 for (i = 0;i < texturenumsurfaces;i = j)
10372 surface = texturesurfacelist[i];
10373 RSurf_BindLightmapForSurface(surface);
10374 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10375 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10378 Con_Printf(" %i", j - i);
10380 surface2 = texturesurfacelist[j-1];
10381 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10382 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10383 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10391 for (i = 0;i < texturenumsurfaces;i++)
10393 surface = texturesurfacelist[i];
10394 RSurf_BindLightmapForSurface(surface);
10395 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10400 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10403 int texturesurfaceindex;
10404 if (r_showsurfaces.integer == 2)
10406 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10408 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10409 for (j = 0;j < surface->num_triangles;j++)
10411 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10412 GL_Color(f, f, f, 1);
10413 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10419 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10421 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10422 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10423 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10424 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10429 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10431 int texturesurfaceindex;
10435 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10437 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10438 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10446 rsurface.lightmapcolor4f = rsurface.array_color4f;
10447 rsurface.lightmapcolor4f_bufferobject = 0;
10448 rsurface.lightmapcolor4f_bufferoffset = 0;
10451 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10453 int texturesurfaceindex;
10459 if (rsurface.lightmapcolor4f)
10461 // generate color arrays for the surfaces in this list
10462 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10464 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10465 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10467 f = RSurf_FogVertex(v);
10477 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10479 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10480 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10482 f = RSurf_FogVertex(v);
10490 rsurface.lightmapcolor4f = rsurface.array_color4f;
10491 rsurface.lightmapcolor4f_bufferobject = 0;
10492 rsurface.lightmapcolor4f_bufferoffset = 0;
10495 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10497 int texturesurfaceindex;
10503 if (!rsurface.lightmapcolor4f)
10505 // generate color arrays for the surfaces in this list
10506 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10508 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10509 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10511 f = RSurf_FogVertex(v);
10512 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10513 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10514 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10518 rsurface.lightmapcolor4f = rsurface.array_color4f;
10519 rsurface.lightmapcolor4f_bufferobject = 0;
10520 rsurface.lightmapcolor4f_bufferoffset = 0;
10523 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10525 int texturesurfaceindex;
10529 if (!rsurface.lightmapcolor4f)
10531 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10533 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10534 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10542 rsurface.lightmapcolor4f = rsurface.array_color4f;
10543 rsurface.lightmapcolor4f_bufferobject = 0;
10544 rsurface.lightmapcolor4f_bufferoffset = 0;
10547 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10549 int texturesurfaceindex;
10553 if (!rsurface.lightmapcolor4f)
10555 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10557 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10558 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10560 c2[0] = c[0] + r_refdef.scene.ambient;
10561 c2[1] = c[1] + r_refdef.scene.ambient;
10562 c2[2] = c[2] + r_refdef.scene.ambient;
10566 rsurface.lightmapcolor4f = rsurface.array_color4f;
10567 rsurface.lightmapcolor4f_bufferobject = 0;
10568 rsurface.lightmapcolor4f_bufferoffset = 0;
10571 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10574 rsurface.lightmapcolor4f = NULL;
10575 rsurface.lightmapcolor4f_bufferobject = 0;
10576 rsurface.lightmapcolor4f_bufferoffset = 0;
10577 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10578 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10579 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10580 GL_Color(r, g, b, a);
10581 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10584 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10586 // TODO: optimize applyfog && applycolor case
10587 // just apply fog if necessary, and tint the fog color array if necessary
10588 rsurface.lightmapcolor4f = NULL;
10589 rsurface.lightmapcolor4f_bufferobject = 0;
10590 rsurface.lightmapcolor4f_bufferoffset = 0;
10591 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10592 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10593 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10594 GL_Color(r, g, b, a);
10595 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10598 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10600 int texturesurfaceindex;
10604 if (texturesurfacelist[0]->lightmapinfo)
10606 // generate color arrays for the surfaces in this list
10607 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10609 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10610 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10612 if (surface->lightmapinfo->samples)
10614 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10615 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10616 VectorScale(lm, scale, c);
10617 if (surface->lightmapinfo->styles[1] != 255)
10619 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10621 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10622 VectorMA(c, scale, lm, c);
10623 if (surface->lightmapinfo->styles[2] != 255)
10626 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10627 VectorMA(c, scale, lm, c);
10628 if (surface->lightmapinfo->styles[3] != 255)
10631 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10632 VectorMA(c, scale, lm, c);
10642 rsurface.lightmapcolor4f = rsurface.array_color4f;
10643 rsurface.lightmapcolor4f_bufferobject = 0;
10644 rsurface.lightmapcolor4f_bufferoffset = 0;
10648 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10649 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10650 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10652 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10653 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10654 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10655 GL_Color(r, g, b, a);
10656 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10659 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10661 int texturesurfaceindex;
10668 vec3_t ambientcolor;
10669 vec3_t diffusecolor;
10673 VectorCopy(rsurface.modellight_lightdir, lightdir);
10674 f = 0.5f * r_refdef.lightmapintensity;
10675 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10676 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10677 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10678 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10679 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10680 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10682 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10684 // generate color arrays for the surfaces in this list
10685 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10687 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10688 int numverts = surface->num_vertices;
10689 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10690 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10691 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10692 // q3-style directional shading
10693 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10695 if ((f = DotProduct(n, lightdir)) > 0)
10696 VectorMA(ambientcolor, f, diffusecolor, c);
10698 VectorCopy(ambientcolor, c);
10706 rsurface.lightmapcolor4f = rsurface.array_color4f;
10707 rsurface.lightmapcolor4f_bufferobject = 0;
10708 rsurface.lightmapcolor4f_bufferoffset = 0;
10709 *applycolor = false;
10713 *r = ambientcolor[0];
10714 *g = ambientcolor[1];
10715 *b = ambientcolor[2];
10716 rsurface.lightmapcolor4f = NULL;
10717 rsurface.lightmapcolor4f_bufferobject = 0;
10718 rsurface.lightmapcolor4f_bufferoffset = 0;
10722 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10724 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10725 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10726 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10727 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10728 GL_Color(r, g, b, a);
10729 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10732 void RSurf_SetupDepthAndCulling(void)
10734 // submodels are biased to avoid z-fighting with world surfaces that they
10735 // may be exactly overlapping (avoids z-fighting artifacts on certain
10736 // doors and things in Quake maps)
10737 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10738 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10739 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10740 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10743 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10745 // transparent sky would be ridiculous
10746 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10748 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10749 skyrenderlater = true;
10750 RSurf_SetupDepthAndCulling();
10751 GL_DepthMask(true);
10752 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10753 // skymasking on them, and Quake3 never did sky masking (unlike
10754 // software Quake and software Quake2), so disable the sky masking
10755 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10756 // and skymasking also looks very bad when noclipping outside the
10757 // level, so don't use it then either.
10758 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10760 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10761 R_Mesh_ColorPointer(NULL, 0, 0);
10762 R_Mesh_ResetTextureState();
10763 if (skyrendermasked)
10765 R_SetupShader_DepthOrShadow();
10766 // depth-only (masking)
10767 GL_ColorMask(0,0,0,0);
10768 // just to make sure that braindead drivers don't draw
10769 // anything despite that colormask...
10770 GL_BlendFunc(GL_ZERO, GL_ONE);
10774 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10776 GL_BlendFunc(GL_ONE, GL_ZERO);
10778 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10779 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10780 if (skyrendermasked)
10781 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10783 R_Mesh_ResetTextureState();
10784 GL_Color(1, 1, 1, 1);
10787 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10788 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10789 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10791 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10793 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10796 // render screenspace normalmap to texture
10797 GL_DepthMask(true);
10798 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10799 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10801 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10803 // render water or distortion background, then blend surface on top
10804 GL_DepthMask(true);
10805 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10806 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10807 GL_DepthMask(false);
10808 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10809 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10810 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10812 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10816 // render surface normally
10817 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10818 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10819 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10820 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10821 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10822 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10824 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10828 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10830 // OpenGL 1.3 path - anything not completely ancient
10831 int texturesurfaceindex;
10832 qboolean applycolor;
10835 const texturelayer_t *layer;
10836 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10838 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10841 int layertexrgbscale;
10842 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10844 if (layerindex == 0)
10845 GL_AlphaTest(true);
10848 GL_AlphaTest(false);
10849 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10852 GL_DepthMask(layer->depthmask && writedepth);
10853 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10854 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10856 layertexrgbscale = 4;
10857 VectorScale(layer->color, 0.25f, layercolor);
10859 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10861 layertexrgbscale = 2;
10862 VectorScale(layer->color, 0.5f, layercolor);
10866 layertexrgbscale = 1;
10867 VectorScale(layer->color, 1.0f, layercolor);
10869 layercolor[3] = layer->color[3];
10870 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10871 R_Mesh_ColorPointer(NULL, 0, 0);
10872 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10873 switch (layer->type)
10875 case TEXTURELAYERTYPE_LITTEXTURE:
10876 // single-pass lightmapped texture with 2x rgbscale
10877 R_Mesh_TexBind(0, r_texture_white);
10878 R_Mesh_TexMatrix(0, NULL);
10879 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10880 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10881 R_Mesh_TexBind(1, layer->texture);
10882 R_Mesh_TexMatrix(1, &layer->texmatrix);
10883 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10884 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10885 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10886 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10887 else if (rsurface.uselightmaptexture)
10888 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10890 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10892 case TEXTURELAYERTYPE_TEXTURE:
10893 // singletexture unlit texture with transparency support
10894 R_Mesh_TexBind(0, layer->texture);
10895 R_Mesh_TexMatrix(0, &layer->texmatrix);
10896 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10897 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10898 R_Mesh_TexBind(1, 0);
10899 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10900 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10902 case TEXTURELAYERTYPE_FOG:
10903 // singletexture fogging
10904 if (layer->texture)
10906 R_Mesh_TexBind(0, layer->texture);
10907 R_Mesh_TexMatrix(0, &layer->texmatrix);
10908 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10909 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10913 R_Mesh_TexBind(0, 0);
10914 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10916 R_Mesh_TexBind(1, 0);
10917 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10918 // generate a color array for the fog pass
10919 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10920 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10926 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10927 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10929 f = 1 - RSurf_FogVertex(v);
10930 c[0] = layercolor[0];
10931 c[1] = layercolor[1];
10932 c[2] = layercolor[2];
10933 c[3] = f * layercolor[3];
10936 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10939 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10943 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10945 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10946 GL_AlphaTest(false);
10950 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10952 // OpenGL 1.1 - crusty old voodoo path
10953 int texturesurfaceindex;
10956 const texturelayer_t *layer;
10957 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10959 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10961 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10963 if (layerindex == 0)
10964 GL_AlphaTest(true);
10967 GL_AlphaTest(false);
10968 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10971 GL_DepthMask(layer->depthmask && writedepth);
10972 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10973 R_Mesh_ColorPointer(NULL, 0, 0);
10974 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10975 switch (layer->type)
10977 case TEXTURELAYERTYPE_LITTEXTURE:
10978 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10980 // two-pass lit texture with 2x rgbscale
10981 // first the lightmap pass
10982 R_Mesh_TexBind(0, r_texture_white);
10983 R_Mesh_TexMatrix(0, NULL);
10984 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10985 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10986 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10987 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10988 else if (rsurface.uselightmaptexture)
10989 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10991 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10992 // then apply the texture to it
10993 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10994 R_Mesh_TexBind(0, layer->texture);
10995 R_Mesh_TexMatrix(0, &layer->texmatrix);
10996 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10997 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10998 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11002 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11003 R_Mesh_TexBind(0, layer->texture);
11004 R_Mesh_TexMatrix(0, &layer->texmatrix);
11005 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11006 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11007 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11008 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11010 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11013 case TEXTURELAYERTYPE_TEXTURE:
11014 // singletexture unlit texture with transparency support
11015 R_Mesh_TexBind(0, layer->texture);
11016 R_Mesh_TexMatrix(0, &layer->texmatrix);
11017 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11018 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11019 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11021 case TEXTURELAYERTYPE_FOG:
11022 // singletexture fogging
11023 if (layer->texture)
11025 R_Mesh_TexBind(0, layer->texture);
11026 R_Mesh_TexMatrix(0, &layer->texmatrix);
11027 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11028 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11032 R_Mesh_TexBind(0, 0);
11033 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11035 // generate a color array for the fog pass
11036 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11037 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11043 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11044 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11046 f = 1 - RSurf_FogVertex(v);
11047 c[0] = layer->color[0];
11048 c[1] = layer->color[1];
11049 c[2] = layer->color[2];
11050 c[3] = f * layer->color[3];
11053 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11056 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11062 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11063 GL_AlphaTest(false);
11067 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11071 GL_AlphaTest(false);
11072 R_Mesh_ColorPointer(NULL, 0, 0);
11073 R_Mesh_ResetTextureState();
11074 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11076 if(rsurface.texture && rsurface.texture->currentskinframe)
11078 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11079 c[3] *= rsurface.texture->currentalpha;
11089 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11091 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11092 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11093 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11096 // brighten it up (as texture value 127 means "unlit")
11097 c[0] *= 2 * r_refdef.view.colorscale;
11098 c[1] *= 2 * r_refdef.view.colorscale;
11099 c[2] *= 2 * r_refdef.view.colorscale;
11101 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11102 c[3] *= r_wateralpha.value;
11104 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11106 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11107 GL_DepthMask(false);
11109 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11111 GL_BlendFunc(GL_ONE, GL_ONE);
11112 GL_DepthMask(false);
11114 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11116 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11117 GL_DepthMask(false);
11119 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11121 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11122 GL_DepthMask(false);
11126 GL_BlendFunc(GL_ONE, GL_ZERO);
11127 GL_DepthMask(writedepth);
11130 rsurface.lightmapcolor4f = NULL;
11132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11134 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11136 rsurface.lightmapcolor4f = NULL;
11137 rsurface.lightmapcolor4f_bufferobject = 0;
11138 rsurface.lightmapcolor4f_bufferoffset = 0;
11140 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11142 qboolean applycolor = true;
11145 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11147 r_refdef.lightmapintensity = 1;
11148 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11149 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11153 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11155 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11156 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11157 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11160 if(!rsurface.lightmapcolor4f)
11161 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11163 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11164 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11165 if(r_refdef.fogenabled)
11166 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11168 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11169 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11172 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11175 RSurf_SetupDepthAndCulling();
11176 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11178 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11181 switch (vid.renderpath)
11183 case RENDERPATH_GL20:
11184 case RENDERPATH_CGGL:
11185 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11187 case RENDERPATH_GL13:
11188 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11190 case RENDERPATH_GL11:
11191 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11197 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11200 RSurf_SetupDepthAndCulling();
11201 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11203 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11206 switch (vid.renderpath)
11208 case RENDERPATH_GL20:
11209 case RENDERPATH_CGGL:
11210 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11212 case RENDERPATH_GL13:
11213 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11215 case RENDERPATH_GL11:
11216 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11222 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11225 int texturenumsurfaces, endsurface;
11226 texture_t *texture;
11227 const msurface_t *surface;
11228 #define MAXBATCH_TRANSPARENTSURFACES 256
11229 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11231 // if the model is static it doesn't matter what value we give for
11232 // wantnormals and wanttangents, so this logic uses only rules applicable
11233 // to a model, knowing that they are meaningless otherwise
11234 if (ent == r_refdef.scene.worldentity)
11235 RSurf_ActiveWorldEntity();
11236 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11237 RSurf_ActiveModelEntity(ent, false, false, false);
11240 switch (vid.renderpath)
11242 case RENDERPATH_GL20:
11243 case RENDERPATH_CGGL:
11244 RSurf_ActiveModelEntity(ent, true, true, false);
11246 case RENDERPATH_GL13:
11247 case RENDERPATH_GL11:
11248 RSurf_ActiveModelEntity(ent, true, false, false);
11253 if (r_transparentdepthmasking.integer)
11255 qboolean setup = false;
11256 for (i = 0;i < numsurfaces;i = j)
11259 surface = rsurface.modelsurfaces + surfacelist[i];
11260 texture = surface->texture;
11261 rsurface.texture = R_GetCurrentTexture(texture);
11262 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11263 // scan ahead until we find a different texture
11264 endsurface = min(i + 1024, numsurfaces);
11265 texturenumsurfaces = 0;
11266 texturesurfacelist[texturenumsurfaces++] = surface;
11267 for (;j < endsurface;j++)
11269 surface = rsurface.modelsurfaces + surfacelist[j];
11270 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11272 texturesurfacelist[texturenumsurfaces++] = surface;
11274 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11276 // render the range of surfaces as depth
11280 GL_ColorMask(0,0,0,0);
11282 GL_DepthTest(true);
11283 GL_BlendFunc(GL_ONE, GL_ZERO);
11284 GL_DepthMask(true);
11285 GL_AlphaTest(false);
11286 R_Mesh_ColorPointer(NULL, 0, 0);
11287 R_Mesh_ResetTextureState();
11288 R_SetupShader_DepthOrShadow();
11290 RSurf_SetupDepthAndCulling();
11291 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11292 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11295 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11298 for (i = 0;i < numsurfaces;i = j)
11301 surface = rsurface.modelsurfaces + surfacelist[i];
11302 texture = surface->texture;
11303 rsurface.texture = R_GetCurrentTexture(texture);
11304 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11305 // scan ahead until we find a different texture
11306 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11307 texturenumsurfaces = 0;
11308 texturesurfacelist[texturenumsurfaces++] = surface;
11309 for (;j < endsurface;j++)
11311 surface = rsurface.modelsurfaces + surfacelist[j];
11312 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11314 texturesurfacelist[texturenumsurfaces++] = surface;
11316 // render the range of surfaces
11317 if (ent == r_refdef.scene.worldentity)
11318 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11320 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11322 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11323 GL_AlphaTest(false);
11326 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11328 // transparent surfaces get pushed off into the transparent queue
11329 int surfacelistindex;
11330 const msurface_t *surface;
11331 vec3_t tempcenter, center;
11332 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11334 surface = texturesurfacelist[surfacelistindex];
11335 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11336 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11337 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11338 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11339 if (queueentity->transparent_offset) // transparent offset
11341 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11342 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11343 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11345 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11349 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11351 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11355 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11357 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11359 RSurf_SetupDepthAndCulling();
11360 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11361 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11365 if (!rsurface.texture->currentnumlayers)
11367 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11368 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11370 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11372 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11374 RSurf_SetupDepthAndCulling();
11375 GL_AlphaTest(false);
11376 R_Mesh_ColorPointer(NULL, 0, 0);
11377 R_Mesh_ResetTextureState();
11378 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11379 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11380 GL_DepthMask(true);
11381 GL_BlendFunc(GL_ONE, GL_ZERO);
11382 GL_Color(0, 0, 0, 1);
11383 GL_DepthTest(writedepth);
11384 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11386 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11388 RSurf_SetupDepthAndCulling();
11389 GL_AlphaTest(false);
11390 R_Mesh_ColorPointer(NULL, 0, 0);
11391 R_Mesh_ResetTextureState();
11392 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11393 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11394 GL_DepthMask(true);
11395 GL_BlendFunc(GL_ONE, GL_ZERO);
11396 GL_DepthTest(true);
11397 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11399 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11400 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11401 else if (!rsurface.texture->currentnumlayers)
11403 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11405 // in the deferred case, transparent surfaces were queued during prepass
11406 if (!r_shadow_usingdeferredprepass)
11407 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11411 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11412 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11417 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11420 texture_t *texture;
11421 // break the surface list down into batches by texture and use of lightmapping
11422 for (i = 0;i < numsurfaces;i = j)
11425 // texture is the base texture pointer, rsurface.texture is the
11426 // current frame/skin the texture is directing us to use (for example
11427 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11428 // use skin 1 instead)
11429 texture = surfacelist[i]->texture;
11430 rsurface.texture = R_GetCurrentTexture(texture);
11431 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11432 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11434 // if this texture is not the kind we want, skip ahead to the next one
11435 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11439 // simply scan ahead until we find a different texture or lightmap state
11440 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11442 // render the range of surfaces
11443 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11447 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11452 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11454 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11456 RSurf_SetupDepthAndCulling();
11457 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11458 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11462 if (!rsurface.texture->currentnumlayers)
11464 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11465 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11467 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11469 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11471 RSurf_SetupDepthAndCulling();
11472 GL_AlphaTest(false);
11473 R_Mesh_ColorPointer(NULL, 0, 0);
11474 R_Mesh_ResetTextureState();
11475 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11476 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11477 GL_DepthMask(true);
11478 GL_BlendFunc(GL_ONE, GL_ZERO);
11479 GL_Color(0, 0, 0, 1);
11480 GL_DepthTest(writedepth);
11481 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11483 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11485 RSurf_SetupDepthAndCulling();
11486 GL_AlphaTest(false);
11487 R_Mesh_ColorPointer(NULL, 0, 0);
11488 R_Mesh_ResetTextureState();
11489 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11490 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11491 GL_DepthMask(true);
11492 GL_BlendFunc(GL_ONE, GL_ZERO);
11493 GL_DepthTest(true);
11494 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11496 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11497 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11498 else if (!rsurface.texture->currentnumlayers)
11500 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11502 // in the deferred case, transparent surfaces were queued during prepass
11503 if (!r_shadow_usingdeferredprepass)
11504 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11508 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11509 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11514 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11517 texture_t *texture;
11518 // break the surface list down into batches by texture and use of lightmapping
11519 for (i = 0;i < numsurfaces;i = j)
11522 // texture is the base texture pointer, rsurface.texture is the
11523 // current frame/skin the texture is directing us to use (for example
11524 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11525 // use skin 1 instead)
11526 texture = surfacelist[i]->texture;
11527 rsurface.texture = R_GetCurrentTexture(texture);
11528 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11529 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11531 // if this texture is not the kind we want, skip ahead to the next one
11532 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11536 // simply scan ahead until we find a different texture or lightmap state
11537 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11539 // render the range of surfaces
11540 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11544 float locboxvertex3f[6*4*3] =
11546 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11547 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11548 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11549 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11550 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11551 1,0,0, 0,0,0, 0,1,0, 1,1,0
11554 unsigned short locboxelements[6*2*3] =
11559 12,13,14, 12,14,15,
11560 16,17,18, 16,18,19,
11564 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11567 cl_locnode_t *loc = (cl_locnode_t *)ent;
11569 float vertex3f[6*4*3];
11571 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11572 GL_DepthMask(false);
11573 GL_DepthRange(0, 1);
11574 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11575 GL_DepthTest(true);
11576 GL_CullFace(GL_NONE);
11577 R_EntityMatrix(&identitymatrix);
11579 R_Mesh_VertexPointer(vertex3f, 0, 0);
11580 R_Mesh_ColorPointer(NULL, 0, 0);
11581 R_Mesh_ResetTextureState();
11582 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11584 i = surfacelist[0];
11585 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11586 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11587 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11588 surfacelist[0] < 0 ? 0.5f : 0.125f);
11590 if (VectorCompare(loc->mins, loc->maxs))
11592 VectorSet(size, 2, 2, 2);
11593 VectorMA(loc->mins, -0.5f, size, mins);
11597 VectorCopy(loc->mins, mins);
11598 VectorSubtract(loc->maxs, loc->mins, size);
11601 for (i = 0;i < 6*4*3;)
11602 for (j = 0;j < 3;j++, i++)
11603 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11605 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11608 void R_DrawLocs(void)
11611 cl_locnode_t *loc, *nearestloc;
11613 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11614 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11616 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11617 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11621 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11623 if (decalsystem->decals)
11624 Mem_Free(decalsystem->decals);
11625 memset(decalsystem, 0, sizeof(*decalsystem));
11628 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)
11631 tridecal_t *decals;
11634 // expand or initialize the system
11635 if (decalsystem->maxdecals <= decalsystem->numdecals)
11637 decalsystem_t old = *decalsystem;
11638 qboolean useshortelements;
11639 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11640 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11641 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)));
11642 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11643 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11644 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11645 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11646 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11647 if (decalsystem->numdecals)
11648 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11650 Mem_Free(old.decals);
11651 for (i = 0;i < decalsystem->maxdecals*3;i++)
11652 decalsystem->element3i[i] = i;
11653 if (useshortelements)
11654 for (i = 0;i < decalsystem->maxdecals*3;i++)
11655 decalsystem->element3s[i] = i;
11658 // grab a decal and search for another free slot for the next one
11659 decals = decalsystem->decals;
11660 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11661 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11663 decalsystem->freedecal = i;
11664 if (decalsystem->numdecals <= i)
11665 decalsystem->numdecals = i + 1;
11667 // initialize the decal
11669 decal->triangleindex = triangleindex;
11670 decal->surfaceindex = surfaceindex;
11671 decal->decalsequence = decalsequence;
11672 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11673 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11674 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11675 decal->color4ub[0][3] = 255;
11676 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11677 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11678 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11679 decal->color4ub[1][3] = 255;
11680 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11681 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11682 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11683 decal->color4ub[2][3] = 255;
11684 decal->vertex3f[0][0] = v0[0];
11685 decal->vertex3f[0][1] = v0[1];
11686 decal->vertex3f[0][2] = v0[2];
11687 decal->vertex3f[1][0] = v1[0];
11688 decal->vertex3f[1][1] = v1[1];
11689 decal->vertex3f[1][2] = v1[2];
11690 decal->vertex3f[2][0] = v2[0];
11691 decal->vertex3f[2][1] = v2[1];
11692 decal->vertex3f[2][2] = v2[2];
11693 decal->texcoord2f[0][0] = t0[0];
11694 decal->texcoord2f[0][1] = t0[1];
11695 decal->texcoord2f[1][0] = t1[0];
11696 decal->texcoord2f[1][1] = t1[1];
11697 decal->texcoord2f[2][0] = t2[0];
11698 decal->texcoord2f[2][1] = t2[1];
11701 extern cvar_t cl_decals_bias;
11702 extern cvar_t cl_decals_models;
11703 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11704 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)
11706 matrix4x4_t projection;
11707 decalsystem_t *decalsystem;
11710 const float *vertex3f;
11711 const msurface_t *surface;
11712 const msurface_t *surfaces;
11713 const int *surfacelist;
11714 const texture_t *texture;
11716 int numsurfacelist;
11717 int surfacelistindex;
11724 float localorigin[3];
11725 float localnormal[3];
11726 float localmins[3];
11727 float localmaxs[3];
11733 float planes[6][4];
11735 float points[2][9][3];
11739 decalsystem = &ent->decalsystem;
11740 model = ent->model;
11741 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11743 R_DecalSystem_Reset(&ent->decalsystem);
11747 if (!model->brush.data_nodes && !cl_decals_models.integer)
11749 if (decalsystem->model)
11750 R_DecalSystem_Reset(decalsystem);
11754 if (decalsystem->model != model)
11755 R_DecalSystem_Reset(decalsystem);
11756 decalsystem->model = model;
11758 RSurf_ActiveModelEntity(ent, false, false, false);
11760 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11761 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11762 VectorNormalize(localnormal);
11763 localsize = worldsize*rsurface.inversematrixscale;
11764 localmins[0] = localorigin[0] - localsize;
11765 localmins[1] = localorigin[1] - localsize;
11766 localmins[2] = localorigin[2] - localsize;
11767 localmaxs[0] = localorigin[0] + localsize;
11768 localmaxs[1] = localorigin[1] + localsize;
11769 localmaxs[2] = localorigin[2] + localsize;
11771 //VectorCopy(localnormal, planes[4]);
11772 //VectorVectors(planes[4], planes[2], planes[0]);
11773 AnglesFromVectors(angles, localnormal, NULL, false);
11774 AngleVectors(angles, planes[0], planes[2], planes[4]);
11775 VectorNegate(planes[0], planes[1]);
11776 VectorNegate(planes[2], planes[3]);
11777 VectorNegate(planes[4], planes[5]);
11778 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11779 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11780 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11781 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11782 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11783 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11788 matrix4x4_t forwardprojection;
11789 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11790 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11795 float projectionvector[4][3];
11796 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11797 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11798 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11799 projectionvector[0][0] = planes[0][0] * ilocalsize;
11800 projectionvector[0][1] = planes[1][0] * ilocalsize;
11801 projectionvector[0][2] = planes[2][0] * ilocalsize;
11802 projectionvector[1][0] = planes[0][1] * ilocalsize;
11803 projectionvector[1][1] = planes[1][1] * ilocalsize;
11804 projectionvector[1][2] = planes[2][1] * ilocalsize;
11805 projectionvector[2][0] = planes[0][2] * ilocalsize;
11806 projectionvector[2][1] = planes[1][2] * ilocalsize;
11807 projectionvector[2][2] = planes[2][2] * ilocalsize;
11808 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11809 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11810 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11811 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11815 dynamic = model->surfmesh.isanimated;
11816 vertex3f = rsurface.modelvertex3f;
11817 numsurfacelist = model->nummodelsurfaces;
11818 surfacelist = model->sortedmodelsurfaces;
11819 surfaces = model->data_surfaces;
11820 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11822 surfaceindex = surfacelist[surfacelistindex];
11823 surface = surfaces + surfaceindex;
11824 // check cull box first because it rejects more than any other check
11825 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11827 // skip transparent surfaces
11828 texture = surface->texture;
11829 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11831 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11833 numtriangles = surface->num_triangles;
11834 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11836 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11838 index = 3*e[cornerindex];
11839 VectorCopy(vertex3f + index, v[cornerindex]);
11842 //TriangleNormal(v[0], v[1], v[2], normal);
11843 //if (DotProduct(normal, localnormal) < 0.0f)
11845 // clip by each of the box planes formed from the projection matrix
11846 // if anything survives, we emit the decal
11847 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]);
11850 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]);
11853 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]);
11856 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]);
11859 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]);
11862 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]);
11865 // some part of the triangle survived, so we have to accept it...
11868 // dynamic always uses the original triangle
11870 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11872 index = 3*e[cornerindex];
11873 VectorCopy(vertex3f + index, v[cornerindex]);
11876 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11878 // convert vertex positions to texcoords
11879 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11880 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11881 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11882 // calculate distance fade from the projection origin
11883 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11884 f = bound(0.0f, f, 1.0f);
11885 c[cornerindex][0] = r * f;
11886 c[cornerindex][1] = g * f;
11887 c[cornerindex][2] = b * f;
11888 c[cornerindex][3] = 1.0f;
11889 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11892 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);
11894 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11895 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);
11900 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11901 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)
11903 int renderentityindex;
11904 float worldmins[3];
11905 float worldmaxs[3];
11906 entity_render_t *ent;
11908 if (!cl_decals_newsystem.integer)
11911 worldmins[0] = worldorigin[0] - worldsize;
11912 worldmins[1] = worldorigin[1] - worldsize;
11913 worldmins[2] = worldorigin[2] - worldsize;
11914 worldmaxs[0] = worldorigin[0] + worldsize;
11915 worldmaxs[1] = worldorigin[1] + worldsize;
11916 worldmaxs[2] = worldorigin[2] + worldsize;
11918 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11920 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11922 ent = r_refdef.scene.entities[renderentityindex];
11923 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11926 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11930 typedef struct r_decalsystem_splatqueue_s
11932 vec3_t worldorigin;
11933 vec3_t worldnormal;
11939 r_decalsystem_splatqueue_t;
11941 int r_decalsystem_numqueued = 0;
11942 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11944 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)
11946 r_decalsystem_splatqueue_t *queue;
11948 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11951 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11952 VectorCopy(worldorigin, queue->worldorigin);
11953 VectorCopy(worldnormal, queue->worldnormal);
11954 Vector4Set(queue->color, r, g, b, a);
11955 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11956 queue->worldsize = worldsize;
11957 queue->decalsequence = cl.decalsequence++;
11960 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11963 r_decalsystem_splatqueue_t *queue;
11965 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11966 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);
11967 r_decalsystem_numqueued = 0;
11970 extern cvar_t cl_decals_max;
11971 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11974 decalsystem_t *decalsystem = &ent->decalsystem;
11981 if (!decalsystem->numdecals)
11984 if (r_showsurfaces.integer)
11987 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11989 R_DecalSystem_Reset(decalsystem);
11993 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11994 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11996 if (decalsystem->lastupdatetime)
11997 frametime = (cl.time - decalsystem->lastupdatetime);
12000 decalsystem->lastupdatetime = cl.time;
12001 decal = decalsystem->decals;
12002 numdecals = decalsystem->numdecals;
12004 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12006 if (decal->color4ub[0][3])
12008 decal->lived += frametime;
12009 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12011 memset(decal, 0, sizeof(*decal));
12012 if (decalsystem->freedecal > i)
12013 decalsystem->freedecal = i;
12017 decal = decalsystem->decals;
12018 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12021 // collapse the array by shuffling the tail decals into the gaps
12024 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12025 decalsystem->freedecal++;
12026 if (decalsystem->freedecal == numdecals)
12028 decal[decalsystem->freedecal] = decal[--numdecals];
12031 decalsystem->numdecals = numdecals;
12033 if (numdecals <= 0)
12035 // if there are no decals left, reset decalsystem
12036 R_DecalSystem_Reset(decalsystem);
12040 extern skinframe_t *decalskinframe;
12041 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12044 decalsystem_t *decalsystem = &ent->decalsystem;
12053 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12056 numdecals = decalsystem->numdecals;
12060 if (r_showsurfaces.integer)
12063 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12065 R_DecalSystem_Reset(decalsystem);
12069 // if the model is static it doesn't matter what value we give for
12070 // wantnormals and wanttangents, so this logic uses only rules applicable
12071 // to a model, knowing that they are meaningless otherwise
12072 if (ent == r_refdef.scene.worldentity)
12073 RSurf_ActiveWorldEntity();
12075 RSurf_ActiveModelEntity(ent, false, false, false);
12077 decalsystem->lastupdatetime = cl.time;
12078 decal = decalsystem->decals;
12080 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12082 // update vertex positions for animated models
12083 v3f = decalsystem->vertex3f;
12084 c4f = decalsystem->color4f;
12085 t2f = decalsystem->texcoord2f;
12086 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12088 if (!decal->color4ub[0][3])
12091 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12094 // update color values for fading decals
12095 if (decal->lived >= cl_decals_time.value)
12097 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12098 alpha *= (1.0f/255.0f);
12101 alpha = 1.0f/255.0f;
12103 c4f[ 0] = decal->color4ub[0][0] * alpha;
12104 c4f[ 1] = decal->color4ub[0][1] * alpha;
12105 c4f[ 2] = decal->color4ub[0][2] * alpha;
12107 c4f[ 4] = decal->color4ub[1][0] * alpha;
12108 c4f[ 5] = decal->color4ub[1][1] * alpha;
12109 c4f[ 6] = decal->color4ub[1][2] * alpha;
12111 c4f[ 8] = decal->color4ub[2][0] * alpha;
12112 c4f[ 9] = decal->color4ub[2][1] * alpha;
12113 c4f[10] = decal->color4ub[2][2] * alpha;
12116 t2f[0] = decal->texcoord2f[0][0];
12117 t2f[1] = decal->texcoord2f[0][1];
12118 t2f[2] = decal->texcoord2f[1][0];
12119 t2f[3] = decal->texcoord2f[1][1];
12120 t2f[4] = decal->texcoord2f[2][0];
12121 t2f[5] = decal->texcoord2f[2][1];
12123 // update vertex positions for animated models
12124 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12126 e = rsurface.modelelement3i + 3*decal->triangleindex;
12127 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12128 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12129 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12133 VectorCopy(decal->vertex3f[0], v3f);
12134 VectorCopy(decal->vertex3f[1], v3f + 3);
12135 VectorCopy(decal->vertex3f[2], v3f + 6);
12138 if (r_refdef.fogenabled)
12140 alpha = RSurf_FogVertex(v3f);
12141 VectorScale(c4f, alpha, c4f);
12142 alpha = RSurf_FogVertex(v3f + 3);
12143 VectorScale(c4f + 4, alpha, c4f + 4);
12144 alpha = RSurf_FogVertex(v3f + 6);
12145 VectorScale(c4f + 8, alpha, c4f + 8);
12156 r_refdef.stats.drawndecals += numtris;
12158 // now render the decals all at once
12159 // (this assumes they all use one particle font texture!)
12160 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);
12161 R_Mesh_ResetTextureState();
12162 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12163 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12164 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12165 GL_DepthMask(false);
12166 GL_DepthRange(0, 1);
12167 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12168 GL_DepthTest(true);
12169 GL_CullFace(GL_NONE);
12170 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12171 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12172 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12176 static void R_DrawModelDecals(void)
12180 // fade faster when there are too many decals
12181 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12182 for (i = 0;i < r_refdef.scene.numentities;i++)
12183 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12185 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12186 for (i = 0;i < r_refdef.scene.numentities;i++)
12187 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12188 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12190 R_DecalSystem_ApplySplatEntitiesQueue();
12192 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12193 for (i = 0;i < r_refdef.scene.numentities;i++)
12194 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12196 r_refdef.stats.totaldecals += numdecals;
12198 if (r_showsurfaces.integer)
12201 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12203 for (i = 0;i < r_refdef.scene.numentities;i++)
12205 if (!r_refdef.viewcache.entityvisible[i])
12207 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12208 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12212 extern cvar_t mod_collision_bih;
12213 void R_DrawDebugModel(void)
12215 entity_render_t *ent = rsurface.entity;
12216 int i, j, k, l, flagsmask;
12217 const msurface_t *surface;
12218 dp_model_t *model = ent->model;
12221 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12223 R_Mesh_ColorPointer(NULL, 0, 0);
12224 R_Mesh_ResetTextureState();
12225 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12226 GL_DepthRange(0, 1);
12227 GL_DepthTest(!r_showdisabledepthtest.integer);
12228 GL_DepthMask(false);
12229 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12231 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12235 qboolean cullbox = ent == r_refdef.scene.worldentity;
12236 const q3mbrush_t *brush;
12237 const bih_t *bih = &model->collision_bih;
12238 const bih_leaf_t *bihleaf;
12239 float vertex3f[3][3];
12240 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12242 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12244 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12246 switch (bihleaf->type)
12249 brush = model->brush.data_brushes + bihleaf->itemindex;
12250 if (brush->colbrushf && brush->colbrushf->numtriangles)
12252 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12253 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);
12254 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12257 case BIH_COLLISIONTRIANGLE:
12258 triangleindex = bihleaf->itemindex;
12259 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12260 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12261 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12262 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12263 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);
12264 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12266 case BIH_RENDERTRIANGLE:
12267 triangleindex = bihleaf->itemindex;
12268 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12269 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12270 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12271 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12272 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);
12273 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12279 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12281 if (r_showtris.integer || r_shownormals.integer)
12283 if (r_showdisabledepthtest.integer)
12285 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12286 GL_DepthMask(false);
12290 GL_BlendFunc(GL_ONE, GL_ZERO);
12291 GL_DepthMask(true);
12293 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12295 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12297 rsurface.texture = R_GetCurrentTexture(surface->texture);
12298 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12300 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12301 if (r_showtris.value > 0)
12303 if (!rsurface.texture->currentlayers->depthmask)
12304 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12305 else if (ent == r_refdef.scene.worldentity)
12306 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12308 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12309 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12310 R_Mesh_ColorPointer(NULL, 0, 0);
12311 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12312 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12313 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12314 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12315 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12318 if (r_shownormals.value < 0)
12320 qglBegin(GL_LINES);
12321 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12323 VectorCopy(rsurface.vertex3f + l * 3, v);
12324 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12325 qglVertex3f(v[0], v[1], v[2]);
12326 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12327 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12328 qglVertex3f(v[0], v[1], v[2]);
12333 if (r_shownormals.value > 0)
12335 qglBegin(GL_LINES);
12336 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12338 VectorCopy(rsurface.vertex3f + l * 3, v);
12339 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12340 qglVertex3f(v[0], v[1], v[2]);
12341 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12342 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12343 qglVertex3f(v[0], v[1], v[2]);
12347 qglBegin(GL_LINES);
12348 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12350 VectorCopy(rsurface.vertex3f + l * 3, v);
12351 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12352 qglVertex3f(v[0], v[1], v[2]);
12353 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12354 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12355 qglVertex3f(v[0], v[1], v[2]);
12359 qglBegin(GL_LINES);
12360 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12362 VectorCopy(rsurface.vertex3f + l * 3, v);
12363 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12364 qglVertex3f(v[0], v[1], v[2]);
12365 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12366 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12367 qglVertex3f(v[0], v[1], v[2]);
12374 rsurface.texture = NULL;
12378 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12379 int r_maxsurfacelist = 0;
12380 const msurface_t **r_surfacelist = NULL;
12381 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12383 int i, j, endj, flagsmask;
12384 dp_model_t *model = r_refdef.scene.worldmodel;
12385 msurface_t *surfaces;
12386 unsigned char *update;
12387 int numsurfacelist = 0;
12391 if (r_maxsurfacelist < model->num_surfaces)
12393 r_maxsurfacelist = model->num_surfaces;
12395 Mem_Free((msurface_t**)r_surfacelist);
12396 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12399 RSurf_ActiveWorldEntity();
12401 surfaces = model->data_surfaces;
12402 update = model->brushq1.lightmapupdateflags;
12404 // update light styles on this submodel
12405 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12407 model_brush_lightstyleinfo_t *style;
12408 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12410 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12412 int *list = style->surfacelist;
12413 style->value = r_refdef.scene.lightstylevalue[style->style];
12414 for (j = 0;j < style->numsurfaces;j++)
12415 update[list[j]] = true;
12420 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12424 R_DrawDebugModel();
12425 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12429 rsurface.uselightmaptexture = false;
12430 rsurface.texture = NULL;
12431 rsurface.rtlight = NULL;
12432 numsurfacelist = 0;
12433 // add visible surfaces to draw list
12434 for (i = 0;i < model->nummodelsurfaces;i++)
12436 j = model->sortedmodelsurfaces[i];
12437 if (r_refdef.viewcache.world_surfacevisible[j])
12438 r_surfacelist[numsurfacelist++] = surfaces + j;
12440 // update lightmaps if needed
12441 if (model->brushq1.firstrender)
12443 model->brushq1.firstrender = false;
12444 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12446 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12450 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12451 if (r_refdef.viewcache.world_surfacevisible[j])
12453 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12455 // don't do anything if there were no surfaces
12456 if (!numsurfacelist)
12458 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12461 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12462 GL_AlphaTest(false);
12464 // add to stats if desired
12465 if (r_speeds.integer && !skysurfaces && !depthonly)
12467 r_refdef.stats.world_surfaces += numsurfacelist;
12468 for (j = 0;j < numsurfacelist;j++)
12469 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12472 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12475 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12477 int i, j, endj, flagsmask;
12478 dp_model_t *model = ent->model;
12479 msurface_t *surfaces;
12480 unsigned char *update;
12481 int numsurfacelist = 0;
12485 if (r_maxsurfacelist < model->num_surfaces)
12487 r_maxsurfacelist = model->num_surfaces;
12489 Mem_Free((msurface_t **)r_surfacelist);
12490 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12493 // if the model is static it doesn't matter what value we give for
12494 // wantnormals and wanttangents, so this logic uses only rules applicable
12495 // to a model, knowing that they are meaningless otherwise
12496 if (ent == r_refdef.scene.worldentity)
12497 RSurf_ActiveWorldEntity();
12498 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12499 RSurf_ActiveModelEntity(ent, false, false, false);
12501 RSurf_ActiveModelEntity(ent, true, true, true);
12502 else if (depthonly)
12504 switch (vid.renderpath)
12506 case RENDERPATH_GL20:
12507 case RENDERPATH_CGGL:
12508 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12510 case RENDERPATH_GL13:
12511 case RENDERPATH_GL11:
12512 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12518 switch (vid.renderpath)
12520 case RENDERPATH_GL20:
12521 case RENDERPATH_CGGL:
12522 RSurf_ActiveModelEntity(ent, true, true, false);
12524 case RENDERPATH_GL13:
12525 case RENDERPATH_GL11:
12526 RSurf_ActiveModelEntity(ent, true, false, false);
12531 surfaces = model->data_surfaces;
12532 update = model->brushq1.lightmapupdateflags;
12534 // update light styles
12535 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12537 model_brush_lightstyleinfo_t *style;
12538 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12540 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12542 int *list = style->surfacelist;
12543 style->value = r_refdef.scene.lightstylevalue[style->style];
12544 for (j = 0;j < style->numsurfaces;j++)
12545 update[list[j]] = true;
12550 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12554 R_DrawDebugModel();
12555 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12559 rsurface.uselightmaptexture = false;
12560 rsurface.texture = NULL;
12561 rsurface.rtlight = NULL;
12562 numsurfacelist = 0;
12563 // add visible surfaces to draw list
12564 for (i = 0;i < model->nummodelsurfaces;i++)
12565 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12566 // don't do anything if there were no surfaces
12567 if (!numsurfacelist)
12569 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12572 // update lightmaps if needed
12576 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12581 R_BuildLightMap(ent, surfaces + j);
12586 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12588 R_BuildLightMap(ent, surfaces + j);
12589 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12590 GL_AlphaTest(false);
12592 // add to stats if desired
12593 if (r_speeds.integer && !skysurfaces && !depthonly)
12595 r_refdef.stats.entities_surfaces += numsurfacelist;
12596 for (j = 0;j < numsurfacelist;j++)
12597 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12600 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12603 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12605 static texture_t texture;
12606 static msurface_t surface;
12607 const msurface_t *surfacelist = &surface;
12609 // fake enough texture and surface state to render this geometry
12611 texture.update_lastrenderframe = -1; // regenerate this texture
12612 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12613 texture.currentskinframe = skinframe;
12614 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12615 texture.offsetmapping = OFFSETMAPPING_OFF;
12616 texture.offsetscale = 1;
12617 texture.specularscalemod = 1;
12618 texture.specularpowermod = 1;
12620 surface.texture = &texture;
12621 surface.num_triangles = numtriangles;
12622 surface.num_firsttriangle = firsttriangle;
12623 surface.num_vertices = numvertices;
12624 surface.num_firstvertex = firstvertex;
12627 rsurface.texture = R_GetCurrentTexture(surface.texture);
12628 rsurface.uselightmaptexture = false;
12629 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12632 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)
12634 static msurface_t surface;
12635 const msurface_t *surfacelist = &surface;
12637 // fake enough texture and surface state to render this geometry
12639 surface.texture = texture;
12640 surface.num_triangles = numtriangles;
12641 surface.num_firsttriangle = firsttriangle;
12642 surface.num_vertices = numvertices;
12643 surface.num_firstvertex = firstvertex;
12646 rsurface.texture = R_GetCurrentTexture(surface.texture);
12647 rsurface.uselightmaptexture = false;
12648 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);