2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 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)"};
85 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)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 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."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 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."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 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"};
103 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"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 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"};
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
119 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)"};
120 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"};
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
132 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)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 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)"};
138 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)"};
139 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)"};
140 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)"};
142 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)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 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"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 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)"};
166 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"};
168 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"};
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 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"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 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)"};
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182 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)"};
184 extern cvar_t v_glslgamma;
186 extern qboolean v_flipped_state;
188 static struct r_bloomstate_s
193 int bloomwidth, bloomheight;
195 int screentexturewidth, screentextureheight;
196 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198 int bloomtexturewidth, bloomtextureheight;
199 rtexture_t *texture_bloom;
201 // arrays for rendering the screen passes
202 float screentexcoord2f[8];
203 float bloomtexcoord2f[8];
204 float offsettexcoord2f[8];
206 r_viewport_t viewport;
210 r_waterstate_t r_waterstate;
212 /// shadow volume bsp struct with automatically growing nodes buffer
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
244 typedef struct r_qwskincache_s
246 char name[MAX_QPATH];
247 skinframe_t *skinframe;
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
254 /// vertex coordinates for a quad that covers the screen exactly
255 extern const float r_screenvertex3f[12];
256 const float r_screenvertex3f[12] =
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
267 for (i = 0;i < verts;i++)
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
281 for (i = 0;i < verts;i++)
291 // FIXME: move this to client?
294 if (gamemode == GAME_NEHAHRA)
296 Cvar_Set("gl_fogenable", "0");
297 Cvar_Set("gl_fogdensity", "0.2");
298 Cvar_Set("gl_fogred", "0.3");
299 Cvar_Set("gl_foggreen", "0.3");
300 Cvar_Set("gl_fogblue", "0.3");
302 r_refdef.fog_density = 0;
303 r_refdef.fog_red = 0;
304 r_refdef.fog_green = 0;
305 r_refdef.fog_blue = 0;
306 r_refdef.fog_alpha = 1;
307 r_refdef.fog_start = 0;
308 r_refdef.fog_end = 16384;
309 r_refdef.fog_height = 1<<30;
310 r_refdef.fog_fadedepth = 128;
311 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
314 static void R_BuildBlankTextures(void)
316 unsigned char data[4];
317 data[2] = 128; // normal X
318 data[1] = 128; // normal Y
319 data[0] = 255; // normal Z
320 data[3] = 128; // height
321 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
326 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 static void R_BuildNoTexture(void)
342 unsigned char pix[16][16][4];
343 // this makes a light grey/dark grey checkerboard texture
344 for (y = 0;y < 16;y++)
346 for (x = 0;x < 16;x++)
348 if ((y < 8) ^ (x < 8))
364 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
367 static void R_BuildWhiteCube(void)
369 unsigned char data[6*1*1*4];
370 memset(data, 255, sizeof(data));
371 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
374 static void R_BuildNormalizationCube(void)
378 vec_t s, t, intensity;
381 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382 for (side = 0;side < 6;side++)
384 for (y = 0;y < NORMSIZE;y++)
386 for (x = 0;x < NORMSIZE;x++)
388 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424 intensity = 127.0f / sqrt(DotProduct(v, v));
425 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428 data[((side*64+y)*64+x)*4+3] = 255;
432 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildFogTexture(void)
440 unsigned char data1[FOGWIDTH][4];
441 //unsigned char data2[FOGWIDTH][4];
444 r_refdef.fogmasktable_start = r_refdef.fog_start;
445 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446 r_refdef.fogmasktable_range = r_refdef.fogrange;
447 r_refdef.fogmasktable_density = r_refdef.fog_density;
449 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
452 d = (x * r - r_refdef.fogmasktable_start);
453 if(developer_extra.integer)
454 Con_DPrintf("%f ", d);
456 if (r_fog_exp2.integer)
457 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
459 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460 if(developer_extra.integer)
461 Con_DPrintf(" : %f ", alpha);
462 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463 if(developer_extra.integer)
464 Con_DPrintf(" = %f\n", alpha);
465 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
468 for (x = 0;x < FOGWIDTH;x++)
470 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
475 //data2[x][0] = 255 - b;
476 //data2[x][1] = 255 - b;
477 //data2[x][2] = 255 - b;
480 if (r_texture_fogattenuation)
482 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
487 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
488 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
492 static void R_BuildFogHeightTexture(void)
494 unsigned char *inpixels;
502 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503 if (r_refdef.fogheighttexturename[0])
504 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
507 r_refdef.fog_height_tablesize = 0;
508 if (r_texture_fogheighttexture)
509 R_FreeTexture(r_texture_fogheighttexture);
510 r_texture_fogheighttexture = NULL;
511 if (r_refdef.fog_height_table2d)
512 Mem_Free(r_refdef.fog_height_table2d);
513 r_refdef.fog_height_table2d = NULL;
514 if (r_refdef.fog_height_table1d)
515 Mem_Free(r_refdef.fog_height_table1d);
516 r_refdef.fog_height_table1d = NULL;
520 r_refdef.fog_height_tablesize = size;
521 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
522 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
523 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
525 // LordHavoc: now the magic - what is that table2d for? it is a cooked
526 // average fog color table accounting for every fog layer between a point
527 // and the camera. (Note: attenuation is handled separately!)
528 for (y = 0;y < size;y++)
530 for (x = 0;x < size;x++)
536 for (j = x;j <= y;j++)
538 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
544 for (j = x;j >= y;j--)
546 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
551 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
557 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
560 //=======================================================================================================================================================
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "# extension GL_EXT_gpu_shader4 : enable\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "# extension GL_ARB_texture_gather : enable\n"
588 "# ifdef GL_AMD_texture_texture4\n"
589 "# extension GL_AMD_texture_texture4 : enable\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
622 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
639 "#ifdef FRAGMENT_SHADER\n"
642 " gl_FragColor = gl_Color;\n"
645 "#else // !MODE_SHOWDEPTH\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
654 "#ifdef VERTEX_SHADER\n"
657 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
660 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
668 "uniform sampler2D Texture_Second;\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
688 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
690 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
692 "#ifdef USEVIEWTINT\n"
693 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// 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"
699 " float sobel = 1.0;\n"
700 " // vec2 ts = textureSize(Texture_First, 0);\n"
701 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 " vec2 px = PixelSize;\n"
703 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
705 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
708 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
711 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
714 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
732 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
733 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
737 "#ifdef USESATURATION\n"
738 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
744 "#ifdef USEGAMMARAMPS\n"
745 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
751 "#else // !MODE_POSTPROCESS\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
763 "#ifdef VERTEX_SHADER\n"
766 " gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#ifdef USESPECULAR\n"
771 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
787 " gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
792 "#ifdef USESPECULAR\n"
793 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 " gl_FragColor *= tex2;\n"
798 " gl_FragColor += tex2;\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
806 "#else // !MODE_GENERIC\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
816 " gl_FrontColor = gl_Color;\n"
817 " TexCoord = gl_MultiTexCoord0.xy;\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
829 " vec2 tc = TexCoord;\n"
830 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 " tc += BloomBlur_Parameters.xy;\n"
832 " for (i = 1;i < SAMPLES;i++)\n"
834 " color += texture2D(Texture_First, tc).rgb;\n"
835 " tc += BloomBlur_Parameters.xy;\n"
837 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
849 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 " ModelViewProjectionPosition = gl_Position;\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
870 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 " // FIXME temporary hack to detect the case that the reflection\n"
875 " // gets blackened at edges due to leaving the area that contains actual\n"
877 " // Remove this 'ack once we have a better way to stop this thing from\n"
879 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
887 "#else // !MODE_REFRACTION\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
902 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 " ModelViewProjectionPosition = gl_Position;\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
927 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 " // FIXME temporary hack to detect the case that the reflection\n"
933 " // gets blackened at edges due to leaving the area that contains actual\n"
935 " // Remove this 'ack once we have a better way to stop this thing from\n"
937 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
951 "#else // !MODE_WATER\n"
956 "// common definitions between vertex shader and fragment shader:\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1002 "uniform vec4 FogPlane;\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1012 "// 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"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1021 "uniform sampler2D Texture_Glow;\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 " fogfrac = fogheightpixel.a;\n"
1076 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 " // 14 sample relief mapping: linear search and then binary search\n"
1094 " // this basically steps forward a small amount repeatedly until it finds\n"
1095 " // itself inside solid, then jitters forward and back using decreasing\n"
1096 " // amounts to find the impact\n"
1097 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 " vec3 RT = vec3(TexCoord, 1);\n"
1101 " OffsetVector *= 0.1;\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1115 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1118 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 " // this basically moves forward the full distance, and then backs up based\n"
1120 " // on height of samples\n"
1121 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 " TexCoord += OffsetVector;\n"
1125 " OffsetVector *= 0.333;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 " return TexCoord;\n"
1132 "#endif // USEOFFSETMAPPING\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 " vec3 adir = abs(dir);\n"
1182 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 " vec3 adir = abs(dir);\n"
1190 " float ma = adir.z;\n"
1191 " vec4 proj = vec4(dir, 2.5);\n"
1192 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 " 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"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1216 "# ifdef USESHADOWMAPPCF\n"
1217 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 " 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"
1220 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# if USESHADOWMAPPCF > 1\n"
1227 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 " 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"
1230 " 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"
1231 " 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"
1232 " 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"
1233 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 " vec2 offset = fract(shadowmaptc.xy);\n"
1238 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1240 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1241 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1245 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1249 "# ifdef USESHADOWMAPORTHO\n"
1250 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1260 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1263 "# ifdef USESHADOWSAMPLER\n"
1264 "# ifdef USESHADOWMAPPCF\n"
1265 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1266 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 " 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"
1269 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1272 "# ifdef USESHADOWMAPPCF\n"
1273 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "# ifdef GL_ARB_texture_gather\n"
1275 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "# if USESHADOWMAPPCF > 1\n"
1281 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1285 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1286 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1287 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1288 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1289 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1290 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 " locols.yz += group2.ab;\n"
1293 " hicols.yz += group8.rg;\n"
1294 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 " mix(locols, hicols, offset.y);\n"
1297 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 " f = dot(cols, vec4(1.0/25.0));\n"
1301 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1304 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1305 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1310 "# ifdef GL_EXT_gpu_shader4\n"
1311 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1315 "# if USESHADOWMAPPCF > 1\n"
1316 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 " center *= ShadowMap_TextureScale;\n"
1318 " 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"
1319 " 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"
1320 " 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"
1321 " 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"
1322 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1328 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1329 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1334 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1337 "# ifdef USESHADOWMAPORTHO\n"
1338 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1348 " // apply depth texture cubemap as light filter\n"
1349 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "# ifdef USESHADOWSAMPLER\n"
1352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1374 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " gl_FrontColor = gl_Color;\n"
1377 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1380 " // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1388 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 " // apply offsetmapping\n"
1400 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1404 "#ifdef USEALPHAKILL\n"
1405 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1424 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#endif // VERTEX_SHADER\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1455 " // calculate viewspace pixel position\n"
1456 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 " // decode viewspace pixel normal\n"
1461 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 " // surfacenormal = pixel normal in viewspace\n"
1464 " // LightVector = pixel to light in viewspace\n"
1465 " // CubeVector = position in lightspace\n"
1466 " // eyevector = pixel to view in viewspace\n"
1467 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 " // calculate diffuse shading\n"
1471 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#ifdef USESPECULAR\n"
1475 " // calculate directional shading\n"
1476 " vec3 eyevector = position * -1.0;\n"
1477 "# ifdef USEEXACTSPECULARMATH\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 " fade *= ShadowMapCompare(CubeVector);\n"
1489 "#ifdef USEDIFFUSE\n"
1490 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#ifdef USESPECULAR\n"
1495 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1500 "# ifdef USECUBEFILTER\n"
1501 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 " gl_FragData[0].rgb *= cubecolor;\n"
1503 " gl_FragData[1].rgb *= cubecolor;\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 " gl_FrontColor = gl_Color;\n"
1528 " // copy the surface texcoord\n"
1529 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#ifdef USELIGHTMAP\n"
1534 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 " // transform vertex position into light attenuation/cubemap space\n"
1539 " // (-1 to +1 across the light box)\n"
1540 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "# ifdef USEDIFFUSE\n"
1543 " // transform unnormalized light direction into tangent space\n"
1544 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 " // normalize it per pixel)\n"
1546 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1559 " // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 " VectorS = gl_MultiTexCoord1.xyz;\n"
1574 " VectorT = gl_MultiTexCoord2.xyz;\n"
1575 " VectorR = gl_MultiTexCoord3.xyz;\n"
1578 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1585 "#ifdef USEREFLECTION\n"
1586 " ModelViewProjectionPosition = gl_Position;\n"
1589 "#endif // VERTEX_SHADER\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1605 "uniform myhalf3 Color_Glow;\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 " // apply offsetmapping\n"
1629 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1633 " // combine the diffuse textures (base, pants, shirt)\n"
1634 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 " if (color.a < 0.5)\n"
1639 " color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1652 " // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1659 " // get the material colors\n"
1660 " myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 " // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1697 " color.rgb *= LightColor;\n"
1698 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "# ifdef USECUBEFILTER\n"
1703 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#ifdef USEDIFFUSE\n"
1713 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 " // convert modelspace light vector to tangentspace\n"
1723 " myhalf3 lightnormal;\n"
1724 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 " color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1762 "# ifdef USEDIFFUSE\n"
1763 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "# ifdef USESPECULAR\n"
1765 "# ifdef USEEXACTSPECULARMATH\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1776 " color.rgb = diffusetex * Color_Ambient;\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1799 " color.rgb = FogVertex(color.rgb);\n"
1802 " // 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"
1803 "#ifdef USEREFLECTION\n"
1804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 " // FIXME temporary hack to detect the case that the reflection\n"
1809 " // gets blackened at edges due to leaving the area that contains actual\n"
1811 " // Remove this 'ack once we have a better way to stop this thing from\n"
1813 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1821 " gl_FragColor = vec4(color);\n"
1823 "#endif // FRAGMENT_SHADER\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1837 =========================================================================================================================================================
1841 =========================================================================================================================================================
1845 =========================================================================================================================================================
1849 =========================================================================================================================================================
1853 =========================================================================================================================================================
1857 =========================================================================================================================================================
1861 =========================================================================================================================================================
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1897 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1915 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = gl_FrontColor;\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1937 "#ifdef VERTEX_SHADER\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1949 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1964 "uniform sampler2D Texture_Second,\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1984 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#ifdef USEVIEWTINT\n"
1989 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// 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"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1999 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2000 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2003 "#ifdef USESATURATION\n"
2004 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2017 "#else // !MODE_POSTPROCESS\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2037 " gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#ifdef USESPECULAR\n"
2042 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2069 "#ifdef USESPECULAR\n"
2070 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 " gl_FragColor *= tex2;\n"
2075 " gl_FragColor += tex2;\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2083 "#else // !MODE_GENERIC\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2099 " TexCoord = gl_MultiTexCoord0.xy;\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2115 " float2 tc = TexCoord;\n"
2116 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2118 " for (i = 1;i < SAMPLES;i++)\n"
2120 " color += tex2D(Texture_First, tc).rgb;\n"
2121 " tc += BloomBlur_Parameters.xy;\n"
2123 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2142 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 " ModelViewProjectionPosition = gl_Position;\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2164 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 " // FIXME temporary hack to detect the case that the reflection\n"
2169 " // gets blackened at edges due to leaving the area that contains actual\n"
2171 " // Remove this 'ack once we have a better way to stop this thing from\n"
2173 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2181 "#else // !MODE_REFRACTION\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2202 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 " ModelViewProjectionPosition = gl_Position;\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2231 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// 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"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 " 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"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2377 "# ifdef USESHADOWSAMPLER\n"
2379 "# ifdef USESHADOWMAPPCF\n"
2380 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 " 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"
2383 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2388 "# ifdef USESHADOWMAPPCF\n"
2389 "# if USESHADOWMAPPCF > 1\n"
2390 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 " 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"
2393 " 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"
2394 " 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"
2395 " 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"
2396 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 " float2 offset = frac(shadowmaptc.xy);\n"
2401 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2403 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2404 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2408 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2412 "# ifdef USESHADOWMAPORTHO\n"
2413 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2434 "# ifdef USESHADOWSAMPLER\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2437 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 " 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"
2440 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2443 "# ifdef USESHADOWMAPPCF\n"
2444 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "# ifdef GL_ARB_texture_gather\n"
2446 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 " center *= ShadowMap_TextureScale;\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2461 "# if USESHADOWMAPPCF > 1\n"
2462 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 " center *= ShadowMap_TextureScale;\n"
2464 " 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"
2465 " 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"
2466 " 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"
2467 " 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"
2468 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2474 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2475 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2480 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2483 "# ifdef USESHADOWMAPORTHO\n"
2484 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 " // apply depth texture cubemap as light filter\n"
2495 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2543 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 " gl_FrontColor = gl_Color;\n"
2546 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2549 " // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2557 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "#endif // VERTEX_SHADER\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2588 " float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 " // apply offsetmapping\n"
2591 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2595 "#ifdef USEALPHAKILL\n"
2596 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2703 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 " // decode viewspace pixel normal\n"
2706 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 " // surfacenormal = pixel normal in viewspace\n"
2709 " // LightVector = pixel to light in viewspace\n"
2710 " // CubeVector = position in lightspace\n"
2711 " // eyevector = pixel to view in viewspace\n"
2712 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 " // calculate diffuse shading\n"
2716 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#ifdef USESPECULAR\n"
2720 " // calculate directional shading\n"
2721 " float3 eyevector = position * -1.0;\n"
2722 "# ifdef USEEXACTSPECULARMATH\n"
2723 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 " fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2748 "#ifdef USEDIFFUSE\n"
2749 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#ifdef USESPECULAR\n"
2754 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2759 "# ifdef USECUBEFILTER\n"
2760 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 " gl_FragData0.rgb *= cubecolor;\n"
2762 " gl_FragData1.rgb *= cubecolor;\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2771 "#ifdef VERTEX_SHADER\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "out float4 gl_Position : POSITION\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 " gl_FrontColor = gl_Color;\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2951 "uniform sampler2D Texture_Glow,\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3015 "uniform half3 Color_Glow,\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "out float4 gl_FragColor : COLOR\n"
3080 " float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 " // apply offsetmapping\n"
3086 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3090 " // combine the diffuse textures (base, pants, shirt)\n"
3091 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 " if (color.a < 0.5)\n"
3096 " color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3109 " // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3116 " // get the material colors\n"
3117 " half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 " // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 " half3 lightnormal = half3(normalize(LightVector));\n"
3140 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3152 " color.rgb = diffusetex * Color_Ambient;\n"
3154 " color.rgb *= LightColor;\n"
3155 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3174 "# ifdef USECUBEFILTER\n"
3175 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#ifdef USEDIFFUSE\n"
3185 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 " // convert modelspace light vector to tangentspace\n"
3195 " half3 lightnormal;\n"
3196 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 " color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3234 "# ifdef USEDIFFUSE\n"
3235 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "# ifdef USESPECULAR\n"
3237 "# ifdef USEEXACTSPECULARMATH\n"
3238 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3248 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3278 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3281 " // 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"
3282 "#ifdef USEREFLECTION\n"
3283 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 " // FIXME temporary hack to detect the case that the reflection\n"
3288 " // gets blackened at edges due to leaving the area that contains actual\n"
3290 " // Remove this 'ack once we have a better way to stop this thing from\n"
3292 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3300 " gl_FragColor = float4(color);\n"
3302 "#endif // FRAGMENT_SHADER\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3318 //=======================================================================================================================================================
3320 typedef struct shaderpermutationinfo_s
3322 const char *pretext;
3325 shaderpermutationinfo_t;
3327 typedef struct shadermodeinfo_s
3329 const char *vertexfilename;
3330 const char *geometryfilename;
3331 const char *fragmentfilename;
3332 const char *pretext;
3337 typedef enum shaderpermutation_e
3339 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 shaderpermutation_t;
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {"#define USEDIFFUSE\n", " diffuse"},
3377 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378 {"#define USEVIEWTINT\n", " viewtint"},
3379 {"#define USECOLORMAPPING\n", " colormapping"},
3380 {"#define USESATURATION\n", " saturation"},
3381 {"#define USEFOGINSIDE\n", " foginside"},
3382 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384 {"#define USEGAMMARAMPS\n", " gammaramps"},
3385 {"#define USECUBEFILTER\n", " cubefilter"},
3386 {"#define USEGLOW\n", " glow"},
3387 {"#define USEBLOOM\n", " bloom"},
3388 {"#define USESPECULAR\n", " specular"},
3389 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391 {"#define USEREFLECTION\n", " reflection"},
3392 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403 {"#define USEALPHAKILL\n", " alphakill"},
3404 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3410 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3473 /// hash lookup data
3474 struct r_glsl_permutation_s *hashnext;
3476 unsigned int permutation;
3478 /// indicates if we have tried compiling this permutation already
3480 /// 0 if compilation failed
3482 /// locations of detected uniforms in program object, or -1 if not found
3483 int loc_Texture_First;
3484 int loc_Texture_Second;
3485 int loc_Texture_GammaRamps;
3486 int loc_Texture_Normal;
3487 int loc_Texture_Color;
3488 int loc_Texture_Gloss;
3489 int loc_Texture_Glow;
3490 int loc_Texture_SecondaryNormal;
3491 int loc_Texture_SecondaryColor;
3492 int loc_Texture_SecondaryGloss;
3493 int loc_Texture_SecondaryGlow;
3494 int loc_Texture_Pants;
3495 int loc_Texture_Shirt;
3496 int loc_Texture_FogHeightTexture;
3497 int loc_Texture_FogMask;
3498 int loc_Texture_Lightmap;
3499 int loc_Texture_Deluxemap;
3500 int loc_Texture_Attenuation;
3501 int loc_Texture_Cube;
3502 int loc_Texture_Refraction;
3503 int loc_Texture_Reflection;
3504 int loc_Texture_ShadowMapRect;
3505 int loc_Texture_ShadowMapCube;
3506 int loc_Texture_ShadowMap2D;
3507 int loc_Texture_CubeProjection;
3508 int loc_Texture_ScreenDepth;
3509 int loc_Texture_ScreenNormalMap;
3510 int loc_Texture_ScreenDiffuse;
3511 int loc_Texture_ScreenSpecular;
3512 int loc_Texture_ReflectMask;
3513 int loc_Texture_ReflectCube;
3515 int loc_BloomBlur_Parameters;
3517 int loc_Color_Ambient;
3518 int loc_Color_Diffuse;
3519 int loc_Color_Specular;
3521 int loc_Color_Pants;
3522 int loc_Color_Shirt;
3523 int loc_DeferredColor_Ambient;
3524 int loc_DeferredColor_Diffuse;
3525 int loc_DeferredColor_Specular;
3526 int loc_DeferredMod_Diffuse;
3527 int loc_DeferredMod_Specular;
3528 int loc_DistortScaleRefractReflect;
3529 int loc_EyePosition;
3531 int loc_FogHeightFade;
3533 int loc_FogPlaneViewDist;
3534 int loc_FogRangeRecip;
3537 int loc_LightPosition;
3538 int loc_OffsetMapping_Scale;
3540 int loc_ReflectColor;
3541 int loc_ReflectFactor;
3542 int loc_ReflectOffset;
3543 int loc_RefractColor;
3545 int loc_ScreenCenterRefractReflect;
3546 int loc_ScreenScaleRefractReflect;
3547 int loc_ScreenToDepth;
3548 int loc_ShadowMap_Parameters;
3549 int loc_ShadowMap_TextureScale;
3550 int loc_SpecularPower;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3784 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3785 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3786 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3792 // initialize the samplers to refer to the texture units we use
3793 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3794 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3795 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3796 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3797 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3798 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3799 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3800 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3804 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3805 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3806 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3808 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3809 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3810 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3811 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3812 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3813 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3814 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3816 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3819 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3821 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3823 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3825 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3828 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3832 Mem_Free(vertexstring);
3834 Mem_Free(geometrystring);
3836 Mem_Free(fragmentstring);
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842 if (r_glsl_permutation != perm)
3844 r_glsl_permutation = perm;
3845 if (!r_glsl_permutation->program)
3847 if (!r_glsl_permutation->compiled)
3848 R_GLSL_CompilePermutation(perm, mode, permutation);
3849 if (!r_glsl_permutation->program)
3851 // remove features until we find a valid permutation
3853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855 // reduce i more quickly whenever it would not remove any bits
3856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857 if (!(permutation & j))
3860 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861 if (!r_glsl_permutation->compiled)
3862 R_GLSL_CompilePermutation(perm, mode, permutation);
3863 if (r_glsl_permutation->program)
3866 if (i >= SHADERPERMUTATION_COUNT)
3868 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870 qglUseProgramObjectARB(0);CHECKGLERROR
3871 return; // no bit left to clear, entire mode is broken
3876 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3888 /// hash lookup data
3889 struct r_cg_permutation_s *hashnext;
3891 unsigned int permutation;
3893 /// indicates if we have tried compiling this permutation already
3895 /// 0 if compilation failed
3898 /// locations of detected parameters in programs, or NULL if not found
3899 CGparameter vp_EyePosition;
3900 CGparameter vp_FogPlane;
3901 CGparameter vp_LightDir;
3902 CGparameter vp_LightPosition;
3903 CGparameter vp_ModelToLight;
3904 CGparameter vp_TexMatrix;
3905 CGparameter vp_BackgroundTexMatrix;
3906 CGparameter vp_ModelViewProjectionMatrix;
3907 CGparameter vp_ModelViewMatrix;
3908 CGparameter vp_ShadowMapMatrix;
3910 CGparameter fp_Texture_First;
3911 CGparameter fp_Texture_Second;
3912 CGparameter fp_Texture_GammaRamps;
3913 CGparameter fp_Texture_Normal;
3914 CGparameter fp_Texture_Color;
3915 CGparameter fp_Texture_Gloss;
3916 CGparameter fp_Texture_Glow;
3917 CGparameter fp_Texture_SecondaryNormal;
3918 CGparameter fp_Texture_SecondaryColor;
3919 CGparameter fp_Texture_SecondaryGloss;
3920 CGparameter fp_Texture_SecondaryGlow;
3921 CGparameter fp_Texture_Pants;
3922 CGparameter fp_Texture_Shirt;
3923 CGparameter fp_Texture_FogHeightTexture;
3924 CGparameter fp_Texture_FogMask;
3925 CGparameter fp_Texture_Lightmap;
3926 CGparameter fp_Texture_Deluxemap;
3927 CGparameter fp_Texture_Attenuation;
3928 CGparameter fp_Texture_Cube;
3929 CGparameter fp_Texture_Refraction;
3930 CGparameter fp_Texture_Reflection;
3931 CGparameter fp_Texture_ShadowMapRect;
3932 CGparameter fp_Texture_ShadowMapCube;
3933 CGparameter fp_Texture_ShadowMap2D;
3934 CGparameter fp_Texture_CubeProjection;
3935 CGparameter fp_Texture_ScreenDepth;
3936 CGparameter fp_Texture_ScreenNormalMap;
3937 CGparameter fp_Texture_ScreenDiffuse;
3938 CGparameter fp_Texture_ScreenSpecular;
3939 CGparameter fp_Texture_ReflectMask;
3940 CGparameter fp_Texture_ReflectCube;
3941 CGparameter fp_Alpha;
3942 CGparameter fp_BloomBlur_Parameters;
3943 CGparameter fp_ClientTime;
3944 CGparameter fp_Color_Ambient;
3945 CGparameter fp_Color_Diffuse;
3946 CGparameter fp_Color_Specular;
3947 CGparameter fp_Color_Glow;
3948 CGparameter fp_Color_Pants;
3949 CGparameter fp_Color_Shirt;
3950 CGparameter fp_DeferredColor_Ambient;
3951 CGparameter fp_DeferredColor_Diffuse;
3952 CGparameter fp_DeferredColor_Specular;
3953 CGparameter fp_DeferredMod_Diffuse;
3954 CGparameter fp_DeferredMod_Specular;
3955 CGparameter fp_DistortScaleRefractReflect;
3956 CGparameter fp_EyePosition;
3957 CGparameter fp_FogColor;
3958 CGparameter fp_FogHeightFade;
3959 CGparameter fp_FogPlane;
3960 CGparameter fp_FogPlaneViewDist;
3961 CGparameter fp_FogRangeRecip;
3962 CGparameter fp_LightColor;
3963 CGparameter fp_LightDir;
3964 CGparameter fp_LightPosition;
3965 CGparameter fp_OffsetMapping_Scale;
3966 CGparameter fp_PixelSize;
3967 CGparameter fp_ReflectColor;
3968 CGparameter fp_ReflectFactor;
3969 CGparameter fp_ReflectOffset;
3970 CGparameter fp_RefractColor;
3971 CGparameter fp_Saturation;
3972 CGparameter fp_ScreenCenterRefractReflect;
3973 CGparameter fp_ScreenScaleRefractReflect;
3974 CGparameter fp_ScreenToDepth;
3975 CGparameter fp_ShadowMap_Parameters;
3976 CGparameter fp_ShadowMap_TextureScale;
3977 CGparameter fp_SpecularPower;
3978 CGparameter fp_UserVec1;
3979 CGparameter fp_UserVec2;
3980 CGparameter fp_UserVec3;
3981 CGparameter fp_UserVec4;
3982 CGparameter fp_ViewTintColor;
3983 CGparameter fp_ViewToLight;
3984 CGparameter fp_PixelToScreenTexCoord;
3985 CGparameter fp_ModelToReflectCube;
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3996 #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));}}
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 //unsigned int hashdepth = 0;
4001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002 r_cg_permutation_t *p;
4003 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005 if (p->mode == mode && p->permutation == permutation)
4007 //if (hashdepth > 10)
4008 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4013 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015 p->permutation = permutation;
4016 p->hashnext = r_cg_permutationhash[mode][hashindex];
4017 r_cg_permutationhash[mode][hashindex] = p;
4018 //if (hashdepth > 10)
4019 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4026 if (!filename || !filename[0])
4028 if (!strcmp(filename, "cg/default.cg"))
4030 if (!cgshaderstring)
4032 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036 cgshaderstring = (char *)builtincgshaderstring;
4038 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040 return shaderstring;
4042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4045 if (printfromdisknotice)
4046 Con_DPrintf("from disk %s... ", filename);
4047 return shaderstring;
4049 return shaderstring;
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 // TODO: load or create .fp and .vp shader files
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4060 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061 int vertstrings_count = 0, vertstring_length = 0;
4062 int geomstrings_count = 0, geomstring_length = 0;
4063 int fragstrings_count = 0, fragstring_length = 0;
4065 char *vertexstring, *geometrystring, *fragmentstring;
4066 char *vertstring, *geomstring, *fragstring;
4067 const char *vertstrings_list[32+3];
4068 const char *geomstrings_list[32+3];
4069 const char *fragstrings_list[32+3];
4070 char permutationname[256];
4071 char cachename[256];
4072 CGprofile vertexProfile;
4073 CGprofile fragmentProfile;
4081 permutationname[0] = 0;
4083 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4084 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088 strlcat(cachename, "cg/", sizeof(cachename));
4090 // the first pretext is which type of shader to compile as
4091 // (later these will all be bound together as a program object)
4092 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096 // the second pretext is the mode (for example a light source)
4097 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101 strlcat(cachename, modeinfo->name, sizeof(cachename));
4103 // now add all the permutation pretexts
4104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106 if (permutation & (1<<i))
4108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116 // keep line numbers correct
4117 vertstrings_list[vertstrings_count++] = "\n";
4118 geomstrings_list[geomstrings_count++] = "\n";
4119 fragstrings_list[fragstrings_count++] = "\n";
4123 // replace spaces in the cachename with _ characters
4124 for (i = 0;cachename[i];i++)
4125 if (cachename[i] == ' ')
4128 // now append the shader text itself
4129 vertstrings_list[vertstrings_count++] = vertexstring;
4130 geomstrings_list[geomstrings_count++] = geometrystring;
4131 fragstrings_list[fragstrings_count++] = fragmentstring;
4133 // if any sources were NULL, clear the respective list
4135 vertstrings_count = 0;
4136 if (!geometrystring)
4137 geomstrings_count = 0;
4138 if (!fragmentstring)
4139 fragstrings_count = 0;
4141 vertstring_length = 0;
4142 for (i = 0;i < vertstrings_count;i++)
4143 vertstring_length += strlen(vertstrings_list[i]);
4144 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148 geomstring_length = 0;
4149 for (i = 0;i < geomstrings_count;i++)
4150 geomstring_length += strlen(geomstrings_list[i]);
4151 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155 fragstring_length = 0;
4156 for (i = 0;i < fragstrings_count;i++)
4157 fragstring_length += strlen(fragstrings_list[i]);
4158 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164 //vertexProfile = CG_PROFILE_ARBVP1;
4165 //fragmentProfile = CG_PROFILE_ARBFP1;
4166 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4173 // try to load the cached shader, or generate one
4174 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176 // if caching failed, do a dynamic compile for now
4178 if (vertstring[0] && !p->vprogram)
4179 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181 if (fragstring[0] && !p->fprogram)
4182 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4185 // look up all the uniform variable names we care about, so we don't
4186 // have to look them up every time we set them
4190 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4193 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4194 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4195 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4196 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4207 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4210 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4241 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4243 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4256 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4257 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4259 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4262 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4263 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4264 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4266 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4270 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4271 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4278 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4279 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4280 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4281 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4288 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4291 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4295 Mem_Free(vertstring);
4297 Mem_Free(geomstring);
4299 Mem_Free(fragstring);
4301 Mem_Free(vertexstring);
4303 Mem_Free(geometrystring);
4305 Mem_Free(fragmentstring);
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4310 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313 if (r_cg_permutation != perm)
4315 r_cg_permutation = perm;
4316 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4318 if (!r_cg_permutation->compiled)
4319 R_CG_CompilePermutation(perm, mode, permutation);
4320 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4322 // remove features until we find a valid permutation
4324 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 // reduce i more quickly whenever it would not remove any bits
4327 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328 if (!(permutation & j))
4331 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332 if (!r_cg_permutation->compiled)
4333 R_CG_CompilePermutation(perm, mode, permutation);
4334 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337 if (i >= SHADERPERMUTATION_COUNT)
4339 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341 return; // no bit left to clear, entire mode is broken
4347 if (r_cg_permutation->vprogram)
4349 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 if (r_cg_permutation->fprogram)
4360 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4378 cgGLSetTextureParameter(param, R_GetTexture(tex));
4379 cgGLEnableTextureParameter(param);
4383 void R_GLSL_Restart_f(void)
4385 unsigned int i, limit;
4386 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387 Mem_Free(glslshaderstring);
4388 glslshaderstring = NULL;
4389 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390 Mem_Free(cgshaderstring);
4391 cgshaderstring = NULL;
4392 switch(vid.renderpath)
4394 case RENDERPATH_GL20:
4396 r_glsl_permutation_t *p;
4397 r_glsl_permutation = NULL;
4398 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399 for (i = 0;i < limit;i++)
4401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4403 GL_Backend_FreeProgram(p->program);
4404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410 case RENDERPATH_CGGL:
4413 r_cg_permutation_t *p;
4414 r_cg_permutation = NULL;
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420 for (i = 0;i < limit;i++)
4422 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425 cgDestroyProgram(p->vprogram);
4427 cgDestroyProgram(p->fprogram);
4428 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4435 case RENDERPATH_GL13:
4436 case RENDERPATH_GL11:
4441 void R_GLSL_DumpShader_f(void)
4446 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449 FS_Print(file, "/* The engine may define the following macros:\n");
4450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451 for (i = 0;i < SHADERMODE_COUNT;i++)
4452 FS_Print(file, glslshadermodeinfo[i].pretext);
4453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454 FS_Print(file, shaderpermutationinfo[i].pretext);
4455 FS_Print(file, "*/\n");
4456 FS_Print(file, builtinshaderstring);
4458 Con_Printf("glsl/default.glsl written\n");
4461 Con_Printf("failed to write to glsl/default.glsl\n");
4464 file = FS_OpenRealFile("cg/default.cg", "w", false);
4467 FS_Print(file, "/* The engine may define the following macros:\n");
4468 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469 for (i = 0;i < SHADERMODE_COUNT;i++)
4470 FS_Print(file, cgshadermodeinfo[i].pretext);
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472 FS_Print(file, shaderpermutationinfo[i].pretext);
4473 FS_Print(file, "*/\n");
4474 FS_Print(file, builtincgshaderstring);
4476 Con_Printf("cg/default.cg written\n");
4479 Con_Printf("failed to write to cg/default.cg\n");
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 texturemode = GL_MODULATE;
4487 switch (vid.renderpath)
4489 case RENDERPATH_GL20:
4490 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))));
4491 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4494 case RENDERPATH_CGGL:
4497 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))));
4498 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 case RENDERPATH_GL13:
4503 R_Mesh_TexBind(0, first );
4504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505 R_Mesh_TexBind(1, second);
4507 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4509 case RENDERPATH_GL11:
4510 R_Mesh_TexBind(0, first );
4515 void R_SetupShader_DepthOrShadow(void)
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4522 case RENDERPATH_CGGL:
4524 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 case RENDERPATH_GL13:
4528 R_Mesh_TexBind(0, 0);
4529 R_Mesh_TexBind(1, 0);
4531 case RENDERPATH_GL11:
4532 R_Mesh_TexBind(0, 0);
4537 void R_SetupShader_ShowDepth(void)
4539 switch (vid.renderpath)
4541 case RENDERPATH_GL20:
4542 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4544 case RENDERPATH_CGGL:
4546 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 case RENDERPATH_GL13:
4551 case RENDERPATH_GL11:
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 extern cvar_t gl_mesh_separatearrays;
4583 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4585 // select a permutation of the lighting shader appropriate to this
4586 // combination of texture, entity, light source, and fogging, only use the
4587 // minimum features necessary to avoid wasting rendering time in the
4588 // fragment shader on features that are not being used
4589 unsigned int permutation = 0;
4590 unsigned int mode = 0;
4592 if (rsurfacepass == RSURFPASS_BACKGROUND)
4594 // distorted background
4595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4596 mode = SHADERMODE_WATER;
4597 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4598 mode = SHADERMODE_REFRACTION;
4601 mode = SHADERMODE_GENERIC;
4602 permutation |= SHADERPERMUTATION_DIFFUSE;
4604 GL_AlphaTest(false);
4605 GL_BlendFunc(GL_ONE, GL_ZERO);
4607 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4609 if (r_glsl_offsetmapping.integer)
4611 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4612 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4613 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4614 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4615 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4618 if (r_glsl_offsetmapping_reliefmapping.integer)
4619 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4623 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4624 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4625 permutation |= SHADERPERMUTATION_ALPHAKILL;
4626 // normalmap (deferred prepass), may use alpha test on diffuse
4627 mode = SHADERMODE_DEFERREDGEOMETRY;
4628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4630 GL_AlphaTest(false);
4631 GL_BlendFunc(GL_ONE, GL_ZERO);
4633 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4635 if (r_glsl_offsetmapping.integer)
4637 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4638 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4639 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4640 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4641 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4643 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4644 if (r_glsl_offsetmapping_reliefmapping.integer)
4645 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4648 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4649 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4651 mode = SHADERMODE_LIGHTSOURCE;
4652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4653 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4654 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4655 permutation |= SHADERPERMUTATION_CUBEFILTER;
4656 if (diffusescale > 0)
4657 permutation |= SHADERPERMUTATION_DIFFUSE;
4658 if (specularscale > 0)
4660 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4661 if (r_shadow_glossexact.integer)
4662 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4664 if (r_refdef.fogenabled)
4665 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4666 if (rsurface.texture->colormapping)
4667 permutation |= SHADERPERMUTATION_COLORMAPPING;
4668 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4670 if (r_shadow_usingshadowmaprect)
4671 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4672 if (r_shadow_usingshadowmap2d)
4673 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4674 if (r_shadow_usingshadowmapcube)
4675 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4676 else if(r_shadow_shadowmapvsdct)
4677 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4679 if (r_shadow_shadowmapsampler)
4680 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4681 if (r_shadow_shadowmappcf > 1)
4682 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4683 else if (r_shadow_shadowmappcf)
4684 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4686 if (rsurface.texture->reflectmasktexture)
4687 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4688 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4689 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4691 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4693 if (r_glsl_offsetmapping.integer)
4695 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4696 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4697 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4698 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4699 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4701 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4702 if (r_glsl_offsetmapping_reliefmapping.integer)
4703 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4706 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4707 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4708 // unshaded geometry (fullbright or ambient model lighting)
4709 mode = SHADERMODE_FLATCOLOR;
4710 ambientscale = diffusescale = specularscale = 0;
4711 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4712 permutation |= SHADERPERMUTATION_GLOW;
4713 if (r_refdef.fogenabled)
4714 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4715 if (rsurface.texture->colormapping)
4716 permutation |= SHADERPERMUTATION_COLORMAPPING;
4717 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4719 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4720 if (r_shadow_usingshadowmaprect)
4721 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4722 if (r_shadow_usingshadowmap2d)
4723 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4725 if (r_shadow_shadowmapsampler)
4726 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4727 if (r_shadow_shadowmappcf > 1)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4729 else if (r_shadow_shadowmappcf)
4730 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4733 permutation |= SHADERPERMUTATION_REFLECTION;
4734 if (rsurface.texture->reflectmasktexture)
4735 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4736 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4737 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4739 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4741 if (r_glsl_offsetmapping.integer)
4743 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4744 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4745 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4746 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4747 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4749 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4750 if (r_glsl_offsetmapping_reliefmapping.integer)
4751 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4754 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4755 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4756 // directional model lighting
4757 mode = SHADERMODE_LIGHTDIRECTION;
4758 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4759 permutation |= SHADERPERMUTATION_GLOW;
4760 permutation |= SHADERPERMUTATION_DIFFUSE;
4761 if (specularscale > 0)
4763 permutation |= SHADERPERMUTATION_SPECULAR;
4764 if (r_shadow_glossexact.integer)
4765 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4767 if (r_refdef.fogenabled)
4768 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4769 if (rsurface.texture->colormapping)
4770 permutation |= SHADERPERMUTATION_COLORMAPPING;
4771 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4773 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4774 if (r_shadow_usingshadowmaprect)
4775 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4776 if (r_shadow_usingshadowmap2d)
4777 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4779 if (r_shadow_shadowmapsampler)
4780 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4781 if (r_shadow_shadowmappcf > 1)
4782 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4783 else if (r_shadow_shadowmappcf)
4784 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4787 permutation |= SHADERPERMUTATION_REFLECTION;
4788 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4790 if (rsurface.texture->reflectmasktexture)
4791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4792 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4793 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4795 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4797 if (r_glsl_offsetmapping.integer)
4799 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4801 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4802 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4803 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4806 if (r_glsl_offsetmapping_reliefmapping.integer)
4807 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4810 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4811 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4812 // ambient model lighting
4813 mode = SHADERMODE_LIGHTDIRECTION;
4814 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4815 permutation |= SHADERPERMUTATION_GLOW;
4816 if (r_refdef.fogenabled)
4817 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818 if (rsurface.texture->colormapping)
4819 permutation |= SHADERPERMUTATION_COLORMAPPING;
4820 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4822 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823 if (r_shadow_usingshadowmaprect)
4824 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825 if (r_shadow_usingshadowmap2d)
4826 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4828 if (r_shadow_shadowmapsampler)
4829 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830 if (r_shadow_shadowmappcf > 1)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832 else if (r_shadow_shadowmappcf)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836 permutation |= SHADERPERMUTATION_REFLECTION;
4837 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839 if (rsurface.texture->reflectmasktexture)
4840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4842 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4846 if (r_glsl_offsetmapping.integer)
4848 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4849 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4850 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4851 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4852 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4855 if (r_glsl_offsetmapping_reliefmapping.integer)
4856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4859 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4860 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4862 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4863 permutation |= SHADERPERMUTATION_GLOW;
4864 if (r_refdef.fogenabled)
4865 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4866 if (rsurface.texture->colormapping)
4867 permutation |= SHADERPERMUTATION_COLORMAPPING;
4868 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4870 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4871 if (r_shadow_usingshadowmaprect)
4872 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4873 if (r_shadow_usingshadowmap2d)
4874 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4876 if (r_shadow_shadowmapsampler)
4877 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4878 if (r_shadow_shadowmappcf > 1)
4879 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4880 else if (r_shadow_shadowmappcf)
4881 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4884 permutation |= SHADERPERMUTATION_REFLECTION;
4885 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4886 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4887 if (rsurface.texture->reflectmasktexture)
4888 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4889 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4891 // deluxemapping (light direction texture)
4892 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4893 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4895 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4896 permutation |= SHADERPERMUTATION_DIFFUSE;
4897 if (specularscale > 0)
4899 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4900 if (r_shadow_glossexact.integer)
4901 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4904 else if (r_glsl_deluxemapping.integer >= 2)
4906 // fake deluxemapping (uniform light direction in tangentspace)
4907 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4908 permutation |= SHADERPERMUTATION_DIFFUSE;
4909 if (specularscale > 0)
4911 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4912 if (r_shadow_glossexact.integer)
4913 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4916 else if (rsurface.uselightmaptexture)
4918 // ordinary lightmapping (q1bsp, q3bsp)
4919 mode = SHADERMODE_LIGHTMAP;
4923 // ordinary vertex coloring (q3bsp)
4924 mode = SHADERMODE_VERTEXCOLOR;
4926 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4927 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4929 switch(vid.renderpath)
4931 case RENDERPATH_GL20:
4932 if (gl_mesh_separatearrays.integer)
4934 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4935 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4936 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4937 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4938 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4939 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4940 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4941 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4945 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4946 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4948 R_SetupShader_SetPermutationGLSL(mode, permutation);
4949 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4950 if (mode == SHADERMODE_LIGHTSOURCE)
4952 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4953 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4954 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4955 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);
4956 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);
4957 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);
4959 // additive passes are only darkened by fog, not tinted
4960 if (r_glsl_permutation->loc_FogColor >= 0)
4961 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4962 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4966 if (mode == SHADERMODE_FLATCOLOR)
4968 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4970 else if (mode == SHADERMODE_LIGHTDIRECTION)
4972 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]);
4973 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]);
4974 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);
4975 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);
4976 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);
4977 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]);
4978 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]);
4982 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]);
4983 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]);
4984 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);
4985 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);
4986 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);
4988 // additive passes are only darkened by fog, not tinted
4989 if (r_glsl_permutation->loc_FogColor >= 0)
4991 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4992 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4994 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4996 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);
4997 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]);
4998 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]);
4999 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5000 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5001 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5002 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5003 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5005 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5006 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5007 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5008 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]);
5009 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]);
5011 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5012 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5013 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5014 if (r_glsl_permutation->loc_Color_Pants >= 0)
5016 if (rsurface.texture->pantstexture)
5017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5019 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5021 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5023 if (rsurface.texture->shirttexture)
5024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5026 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5028 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]);
5029 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5030 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5031 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5032 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5033 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]);
5034 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5036 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5037 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5038 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5039 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5040 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5041 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5042 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5044 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5045 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5046 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5047 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5048 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5049 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5050 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5051 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5052 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5053 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5054 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5055 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5056 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5057 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5058 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5059 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5060 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5061 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5062 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5064 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5065 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5066 if (rsurface.rtlight)
5068 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5069 if (r_shadow_usingshadowmapcube)
5070 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5071 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5076 case RENDERPATH_CGGL:
5078 if (gl_mesh_separatearrays.integer)
5080 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5081 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5082 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5083 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5084 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5085 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5086 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5087 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5091 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5092 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5094 R_SetupShader_SetPermutationCG(mode, permutation);
5095 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5096 if (mode == SHADERMODE_LIGHTSOURCE)
5098 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5099 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5103 if (mode == SHADERMODE_LIGHTDIRECTION)
5105 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
5108 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5109 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5110 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5111 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5112 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
5115 if (mode == SHADERMODE_LIGHTSOURCE)
5117 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5118 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5119 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
5120 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
5121 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
5123 // additive passes are only darkened by fog, not tinted
5124 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5125 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 (mode == SHADERMODE_FLATCOLOR)
5131 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5133 else if (mode == SHADERMODE_LIGHTDIRECTION)
5135 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
5136 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
5137 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
5138 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
5139 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
5140 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
5141 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
5145 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
5146 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
5147 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
5148 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
5149 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
5151 // additive passes are only darkened by fog, not tinted
5152 if (r_cg_permutation->fp_FogColor)
5154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5155 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5157 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5160 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
5161 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
5162 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
5163 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5164 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5165 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5166 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5167 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5169 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
5170 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
5171 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5172 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5173 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5174 if (r_cg_permutation->fp_Color_Pants)
5176 if (rsurface.texture->pantstexture)
5177 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5179 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5182 if (r_cg_permutation->fp_Color_Shirt)
5184 if (rsurface.texture->shirttexture)
5185 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5187 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5190 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
5191 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5192 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5193 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5194 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5195 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
5196 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5198 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5199 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5200 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5210 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5211 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5212 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
5213 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5222 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5223 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5224 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5226 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5227 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5228 if (rsurface.rtlight)
5230 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5231 if (r_shadow_usingshadowmapcube)
5232 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5233 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5240 case RENDERPATH_GL13:
5241 case RENDERPATH_GL11:
5246 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5248 // select a permutation of the lighting shader appropriate to this
5249 // combination of texture, entity, light source, and fogging, only use the
5250 // minimum features necessary to avoid wasting rendering time in the
5251 // fragment shader on features that are not being used
5252 unsigned int permutation = 0;
5253 unsigned int mode = 0;
5254 const float *lightcolorbase = rtlight->currentcolor;
5255 float ambientscale = rtlight->ambientscale;
5256 float diffusescale = rtlight->diffusescale;
5257 float specularscale = rtlight->specularscale;
5258 // this is the location of the light in view space
5259 vec3_t viewlightorigin;
5260 // this transforms from view space (camera) to light space (cubemap)
5261 matrix4x4_t viewtolight;
5262 matrix4x4_t lighttoview;
5263 float viewtolight16f[16];
5264 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5266 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5267 if (rtlight->currentcubemap != r_texture_whitecube)
5268 permutation |= SHADERPERMUTATION_CUBEFILTER;
5269 if (diffusescale > 0)
5270 permutation |= SHADERPERMUTATION_DIFFUSE;
5271 if (specularscale > 0)
5273 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5274 if (r_shadow_glossexact.integer)
5275 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5277 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5279 if (r_shadow_usingshadowmaprect)
5280 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5281 if (r_shadow_usingshadowmap2d)
5282 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5283 if (r_shadow_usingshadowmapcube)
5284 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5285 else if(r_shadow_shadowmapvsdct)
5286 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5288 if (r_shadow_shadowmapsampler)
5289 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5290 if (r_shadow_shadowmappcf > 1)
5291 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5292 else if (r_shadow_shadowmappcf)
5293 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5295 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5296 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5297 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5298 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5299 switch(vid.renderpath)
5301 case RENDERPATH_GL20:
5302 R_SetupShader_SetPermutationGLSL(mode, permutation);
5303 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5304 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5305 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);
5306 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);
5307 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);
5308 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]);
5309 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]);
5310 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));
5311 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]);
5312 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5314 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5315 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5316 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5317 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5318 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5319 if (r_shadow_usingshadowmapcube)
5320 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5321 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5322 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5324 case RENDERPATH_CGGL:
5326 R_SetupShader_SetPermutationCG(mode, permutation);
5327 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5328 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5329 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
5330 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
5331 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
5332 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
5333 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
5334 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
5335 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
5336 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5341 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5342 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5343 if (r_shadow_usingshadowmapcube)
5344 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5345 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5346 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5349 case RENDERPATH_GL13:
5350 case RENDERPATH_GL11:
5355 #define SKINFRAME_HASH 1024
5359 int loadsequence; // incremented each level change
5360 memexpandablearray_t array;
5361 skinframe_t *hash[SKINFRAME_HASH];
5364 r_skinframe_t r_skinframe;
5366 void R_SkinFrame_PrepareForPurge(void)
5368 r_skinframe.loadsequence++;
5369 // wrap it without hitting zero
5370 if (r_skinframe.loadsequence >= 200)
5371 r_skinframe.loadsequence = 1;
5374 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5378 // mark the skinframe as used for the purging code
5379 skinframe->loadsequence = r_skinframe.loadsequence;
5382 void R_SkinFrame_Purge(void)
5386 for (i = 0;i < SKINFRAME_HASH;i++)
5388 for (s = r_skinframe.hash[i];s;s = s->next)
5390 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5392 if (s->merged == s->base)
5394 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5395 R_PurgeTexture(s->stain );s->stain = NULL;
5396 R_PurgeTexture(s->merged);s->merged = NULL;
5397 R_PurgeTexture(s->base );s->base = NULL;
5398 R_PurgeTexture(s->pants );s->pants = NULL;
5399 R_PurgeTexture(s->shirt );s->shirt = NULL;
5400 R_PurgeTexture(s->nmap );s->nmap = NULL;
5401 R_PurgeTexture(s->gloss );s->gloss = NULL;
5402 R_PurgeTexture(s->glow );s->glow = NULL;
5403 R_PurgeTexture(s->fog );s->fog = NULL;
5404 R_PurgeTexture(s->reflect);s->reflect = NULL;
5405 s->loadsequence = 0;
5411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5413 char basename[MAX_QPATH];
5415 Image_StripImageExtension(name, basename, sizeof(basename));
5417 if( last == NULL ) {
5419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5420 item = r_skinframe.hash[hashindex];
5425 // linearly search through the hash bucket
5426 for( ; item ; item = item->next ) {
5427 if( !strcmp( item->basename, basename ) ) {
5434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5438 char basename[MAX_QPATH];
5440 Image_StripImageExtension(name, basename, sizeof(basename));
5442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5448 rtexture_t *dyntexture;
5449 // check whether its a dynamic texture
5450 dyntexture = CL_GetDynTexture( basename );
5451 if (!add && !dyntexture)
5453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5454 memset(item, 0, sizeof(*item));
5455 strlcpy(item->basename, basename, sizeof(item->basename));
5456 item->base = dyntexture; // either NULL or dyntexture handle
5457 item->textureflags = textureflags;
5458 item->comparewidth = comparewidth;
5459 item->compareheight = compareheight;
5460 item->comparecrc = comparecrc;
5461 item->next = r_skinframe.hash[hashindex];
5462 r_skinframe.hash[hashindex] = item;
5464 else if( item->base == NULL )
5466 rtexture_t *dyntexture;
5467 // check whether its a dynamic texture
5468 // 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]
5469 dyntexture = CL_GetDynTexture( basename );
5470 item->base = dyntexture; // either NULL or dyntexture handle
5473 R_SkinFrame_MarkUsed(item);
5477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5479 unsigned long long avgcolor[5], wsum; \
5487 for(pix = 0; pix < cnt; ++pix) \
5490 for(comp = 0; comp < 3; ++comp) \
5492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5497 for(comp = 0; comp < 3; ++comp) \
5498 avgcolor[comp] += getpixel * w; \
5501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5502 avgcolor[4] += getpixel; \
5504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5512 extern cvar_t gl_picmip;
5513 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5516 unsigned char *pixels;
5517 unsigned char *bumppixels;
5518 unsigned char *basepixels = NULL;
5519 int basepixels_width = 0;
5520 int basepixels_height = 0;
5521 skinframe_t *skinframe;
5522 rtexture_t *ddsbase = NULL;
5523 qboolean ddshasalpha = false;
5524 float ddsavgcolor[4];
5525 char basename[MAX_QPATH];
5526 int miplevel = R_PicmipForFlags(textureflags);
5527 int savemiplevel = miplevel;
5530 if (cls.state == ca_dedicated)
5533 // return an existing skinframe if already loaded
5534 // if loading of the first image fails, don't make a new skinframe as it
5535 // would cause all future lookups of this to be missing
5536 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5537 if (skinframe && skinframe->base)
5540 Image_StripImageExtension(name, basename, sizeof(basename));
5542 // check for DDS texture file first
5543 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5545 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
5546 if (basepixels == NULL)
5550 // FIXME handle miplevel
5552 if (developer_loading.integer)
5553 Con_Printf("loading skin \"%s\"\n", name);
5555 // we've got some pixels to store, so really allocate this new texture now
5557 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5558 skinframe->stain = NULL;
5559 skinframe->merged = NULL;
5560 skinframe->base = NULL;
5561 skinframe->pants = NULL;
5562 skinframe->shirt = NULL;
5563 skinframe->nmap = NULL;
5564 skinframe->gloss = NULL;
5565 skinframe->glow = NULL;
5566 skinframe->fog = NULL;
5567 skinframe->reflect = NULL;
5568 skinframe->hasalpha = false;
5572 skinframe->base = ddsbase;
5573 skinframe->hasalpha = ddshasalpha;
5574 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5575 if (r_loadfog && skinframe->hasalpha)
5576 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5577 //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]);
5581 basepixels_width = image_width;
5582 basepixels_height = image_height;
5583 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5584 if (textureflags & TEXF_ALPHA)
5586 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5588 if (basepixels[j] < 255)
5590 skinframe->hasalpha = true;
5594 if (r_loadfog && skinframe->hasalpha)
5596 // has transparent pixels
5597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5598 for (j = 0;j < image_width * image_height * 4;j += 4)
5603 pixels[j+3] = basepixels[j+3];
5605 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5609 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5610 //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]);
5611 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5612 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5613 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5614 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5619 mymiplevel = savemiplevel;
5620 if (r_loadnormalmap)
5621 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5622 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5624 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5625 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5626 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5627 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5630 // _norm is the name used by tenebrae and has been adopted as standard
5631 if (r_loadnormalmap && skinframe->nmap == NULL)
5633 mymiplevel = savemiplevel;
5634 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5636 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5640 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5642 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5643 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5644 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5646 Mem_Free(bumppixels);
5648 else if (r_shadow_bumpscale_basetexture.value > 0)
5650 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5651 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5652 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5655 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5656 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5659 // _luma is supported only for tenebrae compatibility
5660 // _glow is the preferred name
5661 mymiplevel = savemiplevel;
5662 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
5664 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5665 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5666 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5667 Mem_Free(pixels);pixels = NULL;
5670 mymiplevel = savemiplevel;
5671 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5673 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5674 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5675 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5680 mymiplevel = savemiplevel;
5681 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5683 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5684 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5685 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5690 mymiplevel = savemiplevel;
5691 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5693 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5694 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5695 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5700 mymiplevel = savemiplevel;
5701 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5703 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5704 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5705 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5711 Mem_Free(basepixels);
5716 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5717 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5720 unsigned char *temp1, *temp2;
5721 skinframe_t *skinframe;
5723 if (cls.state == ca_dedicated)
5726 // if already loaded just return it, otherwise make a new skinframe
5727 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5728 if (skinframe && skinframe->base)
5731 skinframe->stain = NULL;
5732 skinframe->merged = NULL;
5733 skinframe->base = NULL;
5734 skinframe->pants = NULL;
5735 skinframe->shirt = NULL;
5736 skinframe->nmap = NULL;
5737 skinframe->gloss = NULL;
5738 skinframe->glow = NULL;
5739 skinframe->fog = NULL;
5740 skinframe->reflect = NULL;
5741 skinframe->hasalpha = false;
5743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5747 if (developer_loading.integer)
5748 Con_Printf("loading 32bit skin \"%s\"\n", name);
5750 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5752 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5753 temp2 = temp1 + width * height * 4;
5754 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5755 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5758 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5759 if (textureflags & TEXF_ALPHA)
5761 for (i = 3;i < width * height * 4;i += 4)
5763 if (skindata[i] < 255)
5765 skinframe->hasalpha = true;
5769 if (r_loadfog && skinframe->hasalpha)
5771 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5772 memcpy(fogpixels, skindata, width * height * 4);
5773 for (i = 0;i < width * height * 4;i += 4)
5774 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5775 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5776 Mem_Free(fogpixels);
5780 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5781 //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]);
5786 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5790 skinframe_t *skinframe;
5792 if (cls.state == ca_dedicated)
5795 // if already loaded just return it, otherwise make a new skinframe
5796 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5797 if (skinframe && skinframe->base)
5800 skinframe->stain = NULL;
5801 skinframe->merged = NULL;
5802 skinframe->base = NULL;
5803 skinframe->pants = NULL;
5804 skinframe->shirt = NULL;
5805 skinframe->nmap = NULL;
5806 skinframe->gloss = NULL;
5807 skinframe->glow = NULL;
5808 skinframe->fog = NULL;
5809 skinframe->reflect = NULL;
5810 skinframe->hasalpha = false;
5812 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5816 if (developer_loading.integer)
5817 Con_Printf("loading quake skin \"%s\"\n", name);
5819 // 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)
5820 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
5821 memcpy(skinframe->qpixels, skindata, width*height);
5822 skinframe->qwidth = width;
5823 skinframe->qheight = height;
5826 for (i = 0;i < width * height;i++)
5827 featuresmask |= palette_featureflags[skindata[i]];
5829 skinframe->hasalpha = false;
5830 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5831 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5832 skinframe->qgeneratemerged = true;
5833 skinframe->qgeneratebase = skinframe->qhascolormapping;
5834 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5836 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5837 //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]);
5842 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5846 unsigned char *skindata;
5848 if (!skinframe->qpixels)
5851 if (!skinframe->qhascolormapping)
5852 colormapped = false;
5856 if (!skinframe->qgeneratebase)
5861 if (!skinframe->qgeneratemerged)
5865 width = skinframe->qwidth;
5866 height = skinframe->qheight;
5867 skindata = skinframe->qpixels;
5869 if (skinframe->qgeneratenmap)
5871 unsigned char *temp1, *temp2;
5872 skinframe->qgeneratenmap = false;
5873 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5874 temp2 = temp1 + width * height * 4;
5875 // use either a custom palette or the quake palette
5876 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5877 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5878 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5882 if (skinframe->qgenerateglow)
5884 skinframe->qgenerateglow = false;
5885 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5890 skinframe->qgeneratebase = false;
5891 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5892 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5893 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5897 skinframe->qgeneratemerged = false;
5898 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5901 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5903 Mem_Free(skinframe->qpixels);
5904 skinframe->qpixels = NULL;
5908 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)
5911 skinframe_t *skinframe;
5913 if (cls.state == ca_dedicated)
5916 // if already loaded just return it, otherwise make a new skinframe
5917 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5918 if (skinframe && skinframe->base)
5921 skinframe->stain = NULL;
5922 skinframe->merged = NULL;
5923 skinframe->base = NULL;
5924 skinframe->pants = NULL;
5925 skinframe->shirt = NULL;
5926 skinframe->nmap = NULL;
5927 skinframe->gloss = NULL;
5928 skinframe->glow = NULL;
5929 skinframe->fog = NULL;
5930 skinframe->reflect = NULL;
5931 skinframe->hasalpha = false;
5933 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5937 if (developer_loading.integer)
5938 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5940 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5941 if (textureflags & TEXF_ALPHA)
5943 for (i = 0;i < width * height;i++)
5945 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5947 skinframe->hasalpha = true;
5951 if (r_loadfog && skinframe->hasalpha)
5952 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5955 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5956 //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]);
5961 skinframe_t *R_SkinFrame_LoadMissing(void)
5963 skinframe_t *skinframe;
5965 if (cls.state == ca_dedicated)
5968 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5969 skinframe->stain = NULL;
5970 skinframe->merged = NULL;
5971 skinframe->base = NULL;
5972 skinframe->pants = NULL;
5973 skinframe->shirt = NULL;
5974 skinframe->nmap = NULL;
5975 skinframe->gloss = NULL;
5976 skinframe->glow = NULL;
5977 skinframe->fog = NULL;
5978 skinframe->reflect = NULL;
5979 skinframe->hasalpha = false;
5981 skinframe->avgcolor[0] = rand() / RAND_MAX;
5982 skinframe->avgcolor[1] = rand() / RAND_MAX;
5983 skinframe->avgcolor[2] = rand() / RAND_MAX;
5984 skinframe->avgcolor[3] = 1;
5989 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5990 typedef struct suffixinfo_s
5993 qboolean flipx, flipy, flipdiagonal;
5996 static suffixinfo_t suffix[3][6] =
5999 {"px", false, false, false},
6000 {"nx", false, false, false},
6001 {"py", false, false, false},
6002 {"ny", false, false, false},
6003 {"pz", false, false, false},
6004 {"nz", false, false, false}
6007 {"posx", false, false, false},
6008 {"negx", false, false, false},
6009 {"posy", false, false, false},
6010 {"negy", false, false, false},
6011 {"posz", false, false, false},
6012 {"negz", false, false, false}
6015 {"rt", true, false, true},
6016 {"lf", false, true, true},
6017 {"ft", true, true, false},
6018 {"bk", false, false, false},
6019 {"up", true, false, true},
6020 {"dn", true, false, true}
6024 static int componentorder[4] = {0, 1, 2, 3};
6026 rtexture_t *R_LoadCubemap(const char *basename)
6028 int i, j, cubemapsize;
6029 unsigned char *cubemappixels, *image_buffer;
6030 rtexture_t *cubemaptexture;
6032 // must start 0 so the first loadimagepixels has no requested width/height
6034 cubemappixels = NULL;
6035 cubemaptexture = NULL;
6036 // keep trying different suffix groups (posx, px, rt) until one loads
6037 for (j = 0;j < 3 && !cubemappixels;j++)
6039 // load the 6 images in the suffix group
6040 for (i = 0;i < 6;i++)
6042 // generate an image name based on the base and and suffix
6043 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6045 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6047 // an image loaded, make sure width and height are equal
6048 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6050 // if this is the first image to load successfully, allocate the cubemap memory
6051 if (!cubemappixels && image_width >= 1)
6053 cubemapsize = image_width;
6054 // note this clears to black, so unavailable sides are black
6055 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6057 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6059 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);
6062 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6064 Mem_Free(image_buffer);
6068 // if a cubemap loaded, upload it
6071 if (developer_loading.integer)
6072 Con_Printf("loading cubemap \"%s\"\n", basename);
6074 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6075 Mem_Free(cubemappixels);
6079 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6080 if (developer_loading.integer)
6082 Con_Printf("(tried tried images ");
6083 for (j = 0;j < 3;j++)
6084 for (i = 0;i < 6;i++)
6085 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6086 Con_Print(" and was unable to find any of them).\n");
6089 return cubemaptexture;
6092 rtexture_t *R_GetCubemap(const char *basename)
6095 for (i = 0;i < r_texture_numcubemaps;i++)
6096 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6097 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6098 if (i >= MAX_CUBEMAPS)
6099 return r_texture_whitecube;
6100 r_texture_numcubemaps++;
6101 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6102 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6103 return r_texture_cubemaps[i].texture;
6106 void R_FreeCubemaps(void)
6109 for (i = 0;i < r_texture_numcubemaps;i++)
6111 if (developer_loading.integer)
6112 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6113 if (r_texture_cubemaps[i].texture)
6114 R_FreeTexture(r_texture_cubemaps[i].texture);
6116 r_texture_numcubemaps = 0;
6119 void R_Main_FreeViewCache(void)
6121 if (r_refdef.viewcache.entityvisible)
6122 Mem_Free(r_refdef.viewcache.entityvisible);
6123 if (r_refdef.viewcache.world_pvsbits)
6124 Mem_Free(r_refdef.viewcache.world_pvsbits);
6125 if (r_refdef.viewcache.world_leafvisible)
6126 Mem_Free(r_refdef.viewcache.world_leafvisible);
6127 if (r_refdef.viewcache.world_surfacevisible)
6128 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6129 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6132 void R_Main_ResizeViewCache(void)
6134 int numentities = r_refdef.scene.numentities;
6135 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6136 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6137 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6138 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6139 if (r_refdef.viewcache.maxentities < numentities)
6141 r_refdef.viewcache.maxentities = numentities;
6142 if (r_refdef.viewcache.entityvisible)
6143 Mem_Free(r_refdef.viewcache.entityvisible);
6144 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6146 if (r_refdef.viewcache.world_numclusters != numclusters)
6148 r_refdef.viewcache.world_numclusters = numclusters;
6149 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6150 if (r_refdef.viewcache.world_pvsbits)
6151 Mem_Free(r_refdef.viewcache.world_pvsbits);
6152 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6154 if (r_refdef.viewcache.world_numleafs != numleafs)
6156 r_refdef.viewcache.world_numleafs = numleafs;
6157 if (r_refdef.viewcache.world_leafvisible)
6158 Mem_Free(r_refdef.viewcache.world_leafvisible);
6159 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6161 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6163 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6164 if (r_refdef.viewcache.world_surfacevisible)
6165 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6166 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6170 extern rtexture_t *loadingscreentexture;
6171 void gl_main_start(void)
6173 loadingscreentexture = NULL;
6174 r_texture_blanknormalmap = NULL;
6175 r_texture_white = NULL;
6176 r_texture_grey128 = NULL;
6177 r_texture_black = NULL;
6178 r_texture_whitecube = NULL;
6179 r_texture_normalizationcube = NULL;
6180 r_texture_fogattenuation = NULL;
6181 r_texture_fogheighttexture = NULL;
6182 r_texture_gammaramps = NULL;
6183 r_texture_numcubemaps = 0;
6185 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6186 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6188 switch(vid.renderpath)
6190 case RENDERPATH_GL20:
6191 case RENDERPATH_CGGL:
6192 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6193 Cvar_SetValueQuick(&gl_combine, 1);
6194 Cvar_SetValueQuick(&r_glsl, 1);
6195 r_loadnormalmap = true;
6199 case RENDERPATH_GL13:
6200 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6201 Cvar_SetValueQuick(&gl_combine, 1);
6202 Cvar_SetValueQuick(&r_glsl, 0);
6203 r_loadnormalmap = false;
6204 r_loadgloss = false;
6207 case RENDERPATH_GL11:
6208 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6209 Cvar_SetValueQuick(&gl_combine, 0);
6210 Cvar_SetValueQuick(&r_glsl, 0);
6211 r_loadnormalmap = false;
6212 r_loadgloss = false;
6218 R_FrameData_Reset();
6222 memset(r_queries, 0, sizeof(r_queries));
6224 r_qwskincache = NULL;
6225 r_qwskincache_size = 0;
6227 // set up r_skinframe loading system for textures
6228 memset(&r_skinframe, 0, sizeof(r_skinframe));
6229 r_skinframe.loadsequence = 1;
6230 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6232 r_main_texturepool = R_AllocTexturePool();
6233 R_BuildBlankTextures();
6235 if (vid.support.arb_texture_cube_map)
6238 R_BuildNormalizationCube();
6240 r_texture_fogattenuation = NULL;
6241 r_texture_fogheighttexture = NULL;
6242 r_texture_gammaramps = NULL;
6243 //r_texture_fogintensity = NULL;
6244 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6245 memset(&r_waterstate, 0, sizeof(r_waterstate));
6246 r_glsl_permutation = NULL;
6247 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6248 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6249 glslshaderstring = NULL;
6251 r_cg_permutation = NULL;
6252 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6253 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6254 cgshaderstring = NULL;
6256 memset(&r_svbsp, 0, sizeof (r_svbsp));
6258 r_refdef.fogmasktable_density = 0;
6261 void gl_main_shutdown(void)
6264 R_FrameData_Reset();
6266 R_Main_FreeViewCache();
6269 qglDeleteQueriesARB(r_maxqueries, r_queries);
6273 memset(r_queries, 0, sizeof(r_queries));
6275 r_qwskincache = NULL;
6276 r_qwskincache_size = 0;
6278 // clear out the r_skinframe state
6279 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6280 memset(&r_skinframe, 0, sizeof(r_skinframe));
6283 Mem_Free(r_svbsp.nodes);
6284 memset(&r_svbsp, 0, sizeof (r_svbsp));
6285 R_FreeTexturePool(&r_main_texturepool);
6286 loadingscreentexture = NULL;
6287 r_texture_blanknormalmap = NULL;
6288 r_texture_white = NULL;
6289 r_texture_grey128 = NULL;
6290 r_texture_black = NULL;
6291 r_texture_whitecube = NULL;
6292 r_texture_normalizationcube = NULL;
6293 r_texture_fogattenuation = NULL;
6294 r_texture_fogheighttexture = NULL;
6295 r_texture_gammaramps = NULL;
6296 r_texture_numcubemaps = 0;
6297 //r_texture_fogintensity = NULL;
6298 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6299 memset(&r_waterstate, 0, sizeof(r_waterstate));
6300 r_glsl_permutation = NULL;
6301 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6302 glslshaderstring = NULL;
6304 r_cg_permutation = NULL;
6305 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6306 cgshaderstring = NULL;
6311 extern void CL_ParseEntityLump(char *entitystring);
6312 void gl_main_newmap(void)
6314 // FIXME: move this code to client
6315 char *entities, entname[MAX_QPATH];
6317 Mem_Free(r_qwskincache);
6318 r_qwskincache = NULL;
6319 r_qwskincache_size = 0;
6322 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6323 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6325 CL_ParseEntityLump(entities);
6329 if (cl.worldmodel->brush.entities)
6330 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6332 R_Main_FreeViewCache();
6334 R_FrameData_Reset();
6337 void GL_Main_Init(void)
6339 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6341 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6342 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6343 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6344 if (gamemode == GAME_NEHAHRA)
6346 Cvar_RegisterVariable (&gl_fogenable);
6347 Cvar_RegisterVariable (&gl_fogdensity);
6348 Cvar_RegisterVariable (&gl_fogred);
6349 Cvar_RegisterVariable (&gl_foggreen);
6350 Cvar_RegisterVariable (&gl_fogblue);
6351 Cvar_RegisterVariable (&gl_fogstart);
6352 Cvar_RegisterVariable (&gl_fogend);
6353 Cvar_RegisterVariable (&gl_skyclip);
6355 Cvar_RegisterVariable(&r_motionblur);
6356 Cvar_RegisterVariable(&r_motionblur_maxblur);
6357 Cvar_RegisterVariable(&r_motionblur_bmin);
6358 Cvar_RegisterVariable(&r_motionblur_vmin);
6359 Cvar_RegisterVariable(&r_motionblur_vmax);
6360 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6361 Cvar_RegisterVariable(&r_motionblur_randomize);
6362 Cvar_RegisterVariable(&r_damageblur);
6363 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6364 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6365 Cvar_RegisterVariable(&r_equalize_entities_by);
6366 Cvar_RegisterVariable(&r_equalize_entities_to);
6367 Cvar_RegisterVariable(&r_depthfirst);
6368 Cvar_RegisterVariable(&r_useinfinitefarclip);
6369 Cvar_RegisterVariable(&r_farclip_base);
6370 Cvar_RegisterVariable(&r_farclip_world);
6371 Cvar_RegisterVariable(&r_nearclip);
6372 Cvar_RegisterVariable(&r_showbboxes);
6373 Cvar_RegisterVariable(&r_showsurfaces);
6374 Cvar_RegisterVariable(&r_showtris);
6375 Cvar_RegisterVariable(&r_shownormals);
6376 Cvar_RegisterVariable(&r_showlighting);
6377 Cvar_RegisterVariable(&r_showshadowvolumes);
6378 Cvar_RegisterVariable(&r_showcollisionbrushes);
6379 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6380 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6381 Cvar_RegisterVariable(&r_showdisabledepthtest);
6382 Cvar_RegisterVariable(&r_drawportals);
6383 Cvar_RegisterVariable(&r_drawentities);
6384 Cvar_RegisterVariable(&r_draw2d);
6385 Cvar_RegisterVariable(&r_drawworld);
6386 Cvar_RegisterVariable(&r_cullentities_trace);
6387 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6388 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6389 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6390 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6391 Cvar_RegisterVariable(&r_drawviewmodel);
6392 Cvar_RegisterVariable(&r_drawexteriormodel);
6393 Cvar_RegisterVariable(&r_speeds);
6394 Cvar_RegisterVariable(&r_fullbrights);
6395 Cvar_RegisterVariable(&r_wateralpha);
6396 Cvar_RegisterVariable(&r_dynamic);
6397 Cvar_RegisterVariable(&r_fullbright);
6398 Cvar_RegisterVariable(&r_shadows);
6399 Cvar_RegisterVariable(&r_shadows_darken);
6400 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6401 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6402 Cvar_RegisterVariable(&r_shadows_throwdistance);
6403 Cvar_RegisterVariable(&r_shadows_throwdirection);
6404 Cvar_RegisterVariable(&r_shadows_focus);
6405 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6406 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6407 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6408 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6409 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6410 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6411 Cvar_RegisterVariable(&r_fog_exp2);
6412 Cvar_RegisterVariable(&r_drawfog);
6413 Cvar_RegisterVariable(&r_transparentdepthmasking);
6414 Cvar_RegisterVariable(&r_texture_dds_load);
6415 Cvar_RegisterVariable(&r_texture_dds_save);
6416 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6417 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6418 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6419 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6420 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6421 Cvar_RegisterVariable(&r_textureunits);
6422 Cvar_RegisterVariable(&gl_combine);
6423 Cvar_RegisterVariable(&r_glsl);
6424 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6425 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6426 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6427 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6428 Cvar_RegisterVariable(&r_glsl_postprocess);
6429 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6430 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6431 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6432 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6433 Cvar_RegisterVariable(&r_water);
6434 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6435 Cvar_RegisterVariable(&r_water_clippingplanebias);
6436 Cvar_RegisterVariable(&r_water_refractdistort);
6437 Cvar_RegisterVariable(&r_water_reflectdistort);
6438 Cvar_RegisterVariable(&r_lerpsprites);
6439 Cvar_RegisterVariable(&r_lerpmodels);
6440 Cvar_RegisterVariable(&r_lerplightstyles);
6441 Cvar_RegisterVariable(&r_waterscroll);
6442 Cvar_RegisterVariable(&r_bloom);
6443 Cvar_RegisterVariable(&r_bloom_colorscale);
6444 Cvar_RegisterVariable(&r_bloom_brighten);
6445 Cvar_RegisterVariable(&r_bloom_blur);
6446 Cvar_RegisterVariable(&r_bloom_resolution);
6447 Cvar_RegisterVariable(&r_bloom_colorexponent);
6448 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6449 Cvar_RegisterVariable(&r_hdr);
6450 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6451 Cvar_RegisterVariable(&r_hdr_glowintensity);
6452 Cvar_RegisterVariable(&r_hdr_range);
6453 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6454 Cvar_RegisterVariable(&developer_texturelogging);
6455 Cvar_RegisterVariable(&gl_lightmaps);
6456 Cvar_RegisterVariable(&r_test);
6457 Cvar_RegisterVariable(&r_glsl_saturation);
6458 Cvar_RegisterVariable(&r_framedatasize);
6459 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6460 Cvar_SetValue("r_fullbrights", 0);
6461 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6463 Cvar_RegisterVariable(&r_track_sprites);
6464 Cvar_RegisterVariable(&r_track_sprites_flags);
6465 Cvar_RegisterVariable(&r_track_sprites_scalew);
6466 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6467 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6468 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6471 extern void R_Textures_Init(void);
6472 extern void GL_Draw_Init(void);
6473 extern void GL_Main_Init(void);
6474 extern void R_Shadow_Init(void);
6475 extern void R_Sky_Init(void);
6476 extern void GL_Surf_Init(void);
6477 extern void R_Particles_Init(void);
6478 extern void R_Explosion_Init(void);
6479 extern void gl_backend_init(void);
6480 extern void Sbar_Init(void);
6481 extern void R_LightningBeams_Init(void);
6482 extern void Mod_RenderInit(void);
6483 extern void Font_Init(void);
6485 void Render_Init(void)
6498 R_LightningBeams_Init();
6507 extern char *ENGINE_EXTENSIONS;
6510 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6511 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6512 gl_version = (const char *)qglGetString(GL_VERSION);
6513 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6517 if (!gl_platformextensions)
6518 gl_platformextensions = "";
6520 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6521 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6522 Con_Printf("GL_VERSION: %s\n", gl_version);
6523 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6524 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6526 VID_CheckExtensions();
6528 // LordHavoc: report supported extensions
6529 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6531 // clear to black (loading plaque will be seen over this)
6533 qglClearColor(0,0,0,1);CHECKGLERROR
6534 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6537 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6541 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6543 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6546 p = r_refdef.view.frustum + i;
6551 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6555 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6559 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6563 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6567 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6571 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6575 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6579 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6587 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6591 for (i = 0;i < numplanes;i++)
6598 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6602 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6606 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6610 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6614 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6618 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6622 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6626 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6634 //==================================================================================
6636 // LordHavoc: this stores temporary data used within the same frame
6638 qboolean r_framedata_failed;
6639 static size_t r_framedata_size;
6640 static size_t r_framedata_current;
6641 static void *r_framedata_base;
6643 void R_FrameData_Reset(void)
6645 if (r_framedata_base)
6646 Mem_Free(r_framedata_base);
6647 r_framedata_base = NULL;
6648 r_framedata_size = 0;
6649 r_framedata_current = 0;
6650 r_framedata_failed = false;
6653 void R_FrameData_NewFrame(void)
6656 if (r_framedata_failed)
6657 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6658 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6659 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6660 if (r_framedata_size != wantedsize)
6662 r_framedata_size = wantedsize;
6663 if (r_framedata_base)
6664 Mem_Free(r_framedata_base);
6665 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6667 r_framedata_current = 0;
6668 r_framedata_failed = false;
6671 void *R_FrameData_Alloc(size_t size)
6675 // align to 16 byte boundary
6676 size = (size + 15) & ~15;
6677 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6678 r_framedata_current += size;
6681 if (r_framedata_current > r_framedata_size)
6682 r_framedata_failed = true;
6684 // return NULL on everything after a failure
6685 if (r_framedata_failed)
6691 void *R_FrameData_Store(size_t size, void *data)
6693 void *d = R_FrameData_Alloc(size);
6695 memcpy(d, data, size);
6699 //==================================================================================
6701 // LordHavoc: animcache originally written by Echon, rewritten since then
6704 * Animation cache prevents re-generating mesh data for an animated model
6705 * multiple times in one frame for lighting, shadowing, reflections, etc.
6708 void R_AnimCache_Free(void)
6712 void R_AnimCache_ClearCache(void)
6715 entity_render_t *ent;
6717 for (i = 0;i < r_refdef.scene.numentities;i++)
6719 ent = r_refdef.scene.entities[i];
6720 ent->animcache_vertex3f = NULL;
6721 ent->animcache_normal3f = NULL;
6722 ent->animcache_svector3f = NULL;
6723 ent->animcache_tvector3f = NULL;
6724 ent->animcache_vertexposition = NULL;
6725 ent->animcache_vertexmesh = NULL;
6726 ent->animcache_vertexpositionbuffer = NULL;
6727 ent->animcache_vertexmeshbuffer = NULL;
6731 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6734 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6735 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6736 if (!ent->animcache_vertexposition)
6737 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6738 if (ent->animcache_vertexposition)
6740 for (i = 0;i < numvertices;i++)
6741 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6742 // TODO: upload vertex buffer?
6744 if (ent->animcache_vertexmesh)
6746 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6747 for (i = 0;i < numvertices;i++)
6748 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6749 if (ent->animcache_svector3f)
6750 for (i = 0;i < numvertices;i++)
6751 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6752 if (ent->animcache_tvector3f)
6753 for (i = 0;i < numvertices;i++)
6754 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6755 if (ent->animcache_normal3f)
6756 for (i = 0;i < numvertices;i++)
6757 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6758 // TODO: upload vertex buffer?
6762 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6764 dp_model_t *model = ent->model;
6766 // see if it's already cached this frame
6767 if (ent->animcache_vertex3f)
6769 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6770 if (wantnormals || wanttangents)
6772 if (ent->animcache_normal3f)
6773 wantnormals = false;
6774 if (ent->animcache_svector3f)
6775 wanttangents = false;
6776 if (wantnormals || wanttangents)
6778 numvertices = model->surfmesh.num_vertices;
6780 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6783 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6784 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6786 if (!r_framedata_failed)
6788 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6789 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6796 // see if this ent is worth caching
6797 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6799 // get some memory for this entity and generate mesh data
6800 numvertices = model->surfmesh.num_vertices;
6801 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6806 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6807 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6809 if (!r_framedata_failed)
6811 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6812 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6815 return !r_framedata_failed;
6818 void R_AnimCache_CacheVisibleEntities(void)
6821 qboolean wantnormals = true;
6822 qboolean wanttangents = !r_showsurfaces.integer;
6824 switch(vid.renderpath)
6826 case RENDERPATH_GL20:
6827 case RENDERPATH_CGGL:
6829 case RENDERPATH_GL13:
6830 case RENDERPATH_GL11:
6831 wanttangents = false;
6835 if (r_shownormals.integer)
6836 wanttangents = wantnormals = true;
6838 // TODO: thread this
6839 // NOTE: R_PrepareRTLights() also caches entities
6841 for (i = 0;i < r_refdef.scene.numentities;i++)
6842 if (r_refdef.viewcache.entityvisible[i])
6843 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6846 //==================================================================================
6848 static void R_View_UpdateEntityLighting (void)
6851 entity_render_t *ent;
6852 vec3_t tempdiffusenormal, avg;
6853 vec_t f, fa, fd, fdd;
6854 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6856 for (i = 0;i < r_refdef.scene.numentities;i++)
6858 ent = r_refdef.scene.entities[i];
6860 // skip unseen models
6861 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6865 if (ent->model && ent->model->brush.num_leafs)
6867 // TODO: use modellight for r_ambient settings on world?
6868 VectorSet(ent->modellight_ambient, 0, 0, 0);
6869 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6870 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6874 // fetch the lighting from the worldmodel data
6875 VectorClear(ent->modellight_ambient);
6876 VectorClear(ent->modellight_diffuse);
6877 VectorClear(tempdiffusenormal);
6878 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6881 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6882 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6883 if(ent->flags & RENDER_EQUALIZE)
6885 // first fix up ambient lighting...
6886 if(r_equalize_entities_minambient.value > 0)
6888 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6891 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6892 if(fa < r_equalize_entities_minambient.value * fd)
6895 // fa'/fd' = minambient
6896 // fa'+0.25*fd' = fa+0.25*fd
6898 // fa' = fd' * minambient
6899 // fd'*(0.25+minambient) = fa+0.25*fd
6901 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6902 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6904 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6905 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
6906 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6907 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6912 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6914 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6915 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6918 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6919 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6920 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6926 VectorSet(ent->modellight_ambient, 1, 1, 1);
6928 // move the light direction into modelspace coordinates for lighting code
6929 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6930 if(VectorLength2(ent->modellight_lightdir) == 0)
6931 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6932 VectorNormalize(ent->modellight_lightdir);
6936 #define MAX_LINEOFSIGHTTRACES 64
6938 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6941 vec3_t boxmins, boxmaxs;
6944 dp_model_t *model = r_refdef.scene.worldmodel;
6946 if (!model || !model->brush.TraceLineOfSight)
6949 // expand the box a little
6950 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6951 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6952 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6953 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6954 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6955 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6957 // return true if eye is inside enlarged box
6958 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6962 VectorCopy(eye, start);
6963 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6964 if (model->brush.TraceLineOfSight(model, start, end))
6967 // try various random positions
6968 for (i = 0;i < numsamples;i++)
6970 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6971 if (model->brush.TraceLineOfSight(model, start, end))
6979 static void R_View_UpdateEntityVisible (void)
6984 entity_render_t *ent;
6986 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6987 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6988 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6989 : RENDER_EXTERIORMODEL;
6990 if (!r_drawviewmodel.integer)
6991 renderimask |= RENDER_VIEWMODEL;
6992 if (!r_drawexteriormodel.integer)
6993 renderimask |= RENDER_EXTERIORMODEL;
6994 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6996 // worldmodel can check visibility
6997 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6998 for (i = 0;i < r_refdef.scene.numentities;i++)
7000 ent = r_refdef.scene.entities[i];
7001 if (!(ent->flags & renderimask))
7002 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)))
7003 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))
7004 r_refdef.viewcache.entityvisible[i] = true;
7006 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7007 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7009 for (i = 0;i < r_refdef.scene.numentities;i++)
7011 ent = r_refdef.scene.entities[i];
7012 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7014 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7016 continue; // temp entities do pvs only
7017 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7018 ent->last_trace_visibility = realtime;
7019 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7020 r_refdef.viewcache.entityvisible[i] = 0;
7027 // no worldmodel or it can't check visibility
7028 for (i = 0;i < r_refdef.scene.numentities;i++)
7030 ent = r_refdef.scene.entities[i];
7031 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));
7036 /// only used if skyrendermasked, and normally returns false
7037 int R_DrawBrushModelsSky (void)
7040 entity_render_t *ent;
7043 for (i = 0;i < r_refdef.scene.numentities;i++)
7045 if (!r_refdef.viewcache.entityvisible[i])
7047 ent = r_refdef.scene.entities[i];
7048 if (!ent->model || !ent->model->DrawSky)
7050 ent->model->DrawSky(ent);
7056 static void R_DrawNoModel(entity_render_t *ent);
7057 static void R_DrawModels(void)
7060 entity_render_t *ent;
7062 for (i = 0;i < r_refdef.scene.numentities;i++)
7064 if (!r_refdef.viewcache.entityvisible[i])
7066 ent = r_refdef.scene.entities[i];
7067 r_refdef.stats.entities++;
7068 if (ent->model && ent->model->Draw != NULL)
7069 ent->model->Draw(ent);
7075 static void R_DrawModelsDepth(void)
7078 entity_render_t *ent;
7080 for (i = 0;i < r_refdef.scene.numentities;i++)
7082 if (!r_refdef.viewcache.entityvisible[i])
7084 ent = r_refdef.scene.entities[i];
7085 if (ent->model && ent->model->DrawDepth != NULL)
7086 ent->model->DrawDepth(ent);
7090 static void R_DrawModelsDebug(void)
7093 entity_render_t *ent;
7095 for (i = 0;i < r_refdef.scene.numentities;i++)
7097 if (!r_refdef.viewcache.entityvisible[i])
7099 ent = r_refdef.scene.entities[i];
7100 if (ent->model && ent->model->DrawDebug != NULL)
7101 ent->model->DrawDebug(ent);
7105 static void R_DrawModelsAddWaterPlanes(void)
7108 entity_render_t *ent;
7110 for (i = 0;i < r_refdef.scene.numentities;i++)
7112 if (!r_refdef.viewcache.entityvisible[i])
7114 ent = r_refdef.scene.entities[i];
7115 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7116 ent->model->DrawAddWaterPlanes(ent);
7120 static void R_View_SetFrustum(void)
7123 double slopex, slopey;
7124 vec3_t forward, left, up, origin;
7126 // we can't trust r_refdef.view.forward and friends in reflected scenes
7127 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7130 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7131 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7132 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7133 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7134 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7135 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7136 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7137 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7138 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7139 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7140 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7141 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7145 zNear = r_refdef.nearclip;
7146 nudge = 1.0 - 1.0 / (1<<23);
7147 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7148 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7149 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7150 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7151 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7152 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7153 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7154 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7160 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7161 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7162 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7163 r_refdef.view.frustum[0].dist = m[15] - m[12];
7165 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7166 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7167 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7168 r_refdef.view.frustum[1].dist = m[15] + m[12];
7170 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7171 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7172 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7173 r_refdef.view.frustum[2].dist = m[15] - m[13];
7175 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7176 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7177 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7178 r_refdef.view.frustum[3].dist = m[15] + m[13];
7180 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7181 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7182 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7183 r_refdef.view.frustum[4].dist = m[15] - m[14];
7185 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7186 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7187 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7188 r_refdef.view.frustum[5].dist = m[15] + m[14];
7191 if (r_refdef.view.useperspective)
7193 slopex = 1.0 / r_refdef.view.frustum_x;
7194 slopey = 1.0 / r_refdef.view.frustum_y;
7195 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7196 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7197 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7198 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7199 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7201 // Leaving those out was a mistake, those were in the old code, and they
7202 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7203 // I couldn't reproduce it after adding those normalizations. --blub
7204 VectorNormalize(r_refdef.view.frustum[0].normal);
7205 VectorNormalize(r_refdef.view.frustum[1].normal);
7206 VectorNormalize(r_refdef.view.frustum[2].normal);
7207 VectorNormalize(r_refdef.view.frustum[3].normal);
7209 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7210 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7211 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]);
7212 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]);
7213 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]);
7215 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7216 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7217 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7218 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7219 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7223 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7224 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7225 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7226 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7227 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7228 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7229 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7230 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7231 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7232 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7234 r_refdef.view.numfrustumplanes = 5;
7236 if (r_refdef.view.useclipplane)
7238 r_refdef.view.numfrustumplanes = 6;
7239 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7242 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7243 PlaneClassify(r_refdef.view.frustum + i);
7245 // LordHavoc: note to all quake engine coders, Quake had a special case
7246 // for 90 degrees which assumed a square view (wrong), so I removed it,
7247 // Quake2 has it disabled as well.
7249 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7250 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7251 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7252 //PlaneClassify(&frustum[0]);
7254 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7255 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7256 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7257 //PlaneClassify(&frustum[1]);
7259 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7260 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7261 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7262 //PlaneClassify(&frustum[2]);
7264 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7265 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7266 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7267 //PlaneClassify(&frustum[3]);
7270 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7271 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7272 //PlaneClassify(&frustum[4]);
7275 void R_View_Update(void)
7277 R_Main_ResizeViewCache();
7278 R_View_SetFrustum();
7279 R_View_WorldVisibility(r_refdef.view.useclipplane);
7280 R_View_UpdateEntityVisible();
7281 R_View_UpdateEntityLighting();
7284 void R_SetupView(qboolean allowwaterclippingplane)
7286 const float *customclipplane = NULL;
7288 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7290 // LordHavoc: couldn't figure out how to make this approach the
7291 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7292 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7293 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7294 dist = r_refdef.view.clipplane.dist;
7295 plane[0] = r_refdef.view.clipplane.normal[0];
7296 plane[1] = r_refdef.view.clipplane.normal[1];
7297 plane[2] = r_refdef.view.clipplane.normal[2];
7299 customclipplane = plane;
7302 if (!r_refdef.view.useperspective)
7303 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);
7304 else if (vid.stencil && r_useinfinitefarclip.integer)
7305 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);
7307 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);
7308 R_SetViewport(&r_refdef.view.viewport);
7311 void R_EntityMatrix(const matrix4x4_t *matrix)
7313 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7315 gl_modelmatrixchanged = false;
7316 gl_modelmatrix = *matrix;
7317 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7318 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7319 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7320 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7322 switch(vid.renderpath)
7324 case RENDERPATH_GL20:
7325 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7326 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7327 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7329 case RENDERPATH_CGGL:
7332 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7333 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7334 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7337 case RENDERPATH_GL13:
7338 case RENDERPATH_GL11:
7339 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7345 void R_ResetViewRendering2D(void)
7347 r_viewport_t viewport;
7350 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7351 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);
7352 R_SetViewport(&viewport);
7353 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7354 GL_Color(1, 1, 1, 1);
7355 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7356 GL_BlendFunc(GL_ONE, GL_ZERO);
7357 GL_AlphaTest(false);
7358 GL_ScissorTest(false);
7359 GL_DepthMask(false);
7360 GL_DepthRange(0, 1);
7361 GL_DepthTest(false);
7362 R_EntityMatrix(&identitymatrix);
7363 R_Mesh_ResetTextureState();
7364 GL_PolygonOffset(0, 0);
7365 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7366 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7367 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7368 qglStencilMask(~0);CHECKGLERROR
7369 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7370 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7371 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7374 void R_ResetViewRendering3D(void)
7379 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7380 GL_Color(1, 1, 1, 1);
7381 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7382 GL_BlendFunc(GL_ONE, GL_ZERO);
7383 GL_AlphaTest(false);
7384 GL_ScissorTest(true);
7386 GL_DepthRange(0, 1);
7388 R_EntityMatrix(&identitymatrix);
7389 R_Mesh_ResetTextureState();
7390 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7391 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7392 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7393 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7394 qglStencilMask(~0);CHECKGLERROR
7395 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7396 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7397 GL_CullFace(r_refdef.view.cullface_back);
7402 R_RenderView_UpdateViewVectors
7405 static void R_RenderView_UpdateViewVectors(void)
7407 // break apart the view matrix into vectors for various purposes
7408 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7409 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7410 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7411 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7412 // make an inverted copy of the view matrix for tracking sprites
7413 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7416 void R_RenderScene(void);
7417 void R_RenderWaterPlanes(void);
7419 static void R_Water_StartFrame(void)
7422 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7423 r_waterstate_waterplane_t *p;
7425 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7428 switch(vid.renderpath)
7430 case RENDERPATH_GL20:
7431 case RENDERPATH_CGGL:
7433 case RENDERPATH_GL13:
7434 case RENDERPATH_GL11:
7438 // set waterwidth and waterheight to the water resolution that will be
7439 // used (often less than the screen resolution for faster rendering)
7440 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7441 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7443 // calculate desired texture sizes
7444 // can't use water if the card does not support the texture size
7445 if (!r_water.integer || r_showsurfaces.integer)
7446 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7447 else if (vid.support.arb_texture_non_power_of_two)
7449 texturewidth = waterwidth;
7450 textureheight = waterheight;
7451 camerawidth = waterwidth;
7452 cameraheight = waterheight;
7456 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7457 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7458 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7459 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7462 // allocate textures as needed
7463 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7465 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7466 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7468 if (p->texture_refraction)
7469 R_FreeTexture(p->texture_refraction);
7470 p->texture_refraction = NULL;
7471 if (p->texture_reflection)
7472 R_FreeTexture(p->texture_reflection);
7473 p->texture_reflection = NULL;
7474 if (p->texture_camera)
7475 R_FreeTexture(p->texture_camera);
7476 p->texture_camera = NULL;
7478 memset(&r_waterstate, 0, sizeof(r_waterstate));
7479 r_waterstate.texturewidth = texturewidth;
7480 r_waterstate.textureheight = textureheight;
7481 r_waterstate.camerawidth = camerawidth;
7482 r_waterstate.cameraheight = cameraheight;
7485 if (r_waterstate.texturewidth)
7487 r_waterstate.enabled = true;
7489 // when doing a reduced render (HDR) we want to use a smaller area
7490 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7491 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7493 // set up variables that will be used in shader setup
7494 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7495 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7496 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7497 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7500 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7501 r_waterstate.numwaterplanes = 0;
7504 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
7506 int triangleindex, planeindex;
7513 r_waterstate_waterplane_t *p;
7514 texture_t *t = R_GetCurrentTexture(surface->texture);
7515 cam_ent = t->camera_entity;
7516 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7519 // just use the first triangle with a valid normal for any decisions
7520 VectorClear(normal);
7521 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7523 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7524 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7525 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7526 TriangleNormal(vert[0], vert[1], vert[2], normal);
7527 if (VectorLength2(normal) >= 0.001)
7531 VectorCopy(normal, plane.normal);
7532 VectorNormalize(plane.normal);
7533 plane.dist = DotProduct(vert[0], plane.normal);
7534 PlaneClassify(&plane);
7535 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7537 // skip backfaces (except if nocullface is set)
7538 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7540 VectorNegate(plane.normal, plane.normal);
7542 PlaneClassify(&plane);
7546 // find a matching plane if there is one
7547 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7548 if(p->camera_entity == t->camera_entity)
7549 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7551 if (planeindex >= r_waterstate.maxwaterplanes)
7552 return; // nothing we can do, out of planes
7554 // if this triangle does not fit any known plane rendered this frame, add one
7555 if (planeindex >= r_waterstate.numwaterplanes)
7557 // store the new plane
7558 r_waterstate.numwaterplanes++;
7560 // clear materialflags and pvs
7561 p->materialflags = 0;
7562 p->pvsvalid = false;
7563 p->camera_entity = t->camera_entity;
7565 // merge this surface's materialflags into the waterplane
7566 p->materialflags |= t->currentmaterialflags;
7567 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7569 // merge this surface's PVS into the waterplane
7570 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7571 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7572 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7574 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7580 static void R_Water_ProcessPlanes(void)
7582 r_refdef_view_t originalview;
7583 r_refdef_view_t myview;
7585 r_waterstate_waterplane_t *p;
7588 originalview = r_refdef.view;
7590 // make sure enough textures are allocated
7591 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7593 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7595 if (!p->texture_refraction)
7596 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7597 if (!p->texture_refraction)
7600 else if (p->materialflags & MATERIALFLAG_CAMERA)
7602 if (!p->texture_camera)
7603 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7604 if (!p->texture_camera)
7608 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7610 if (!p->texture_reflection)
7611 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7612 if (!p->texture_reflection)
7618 r_refdef.view = originalview;
7619 r_refdef.view.showdebug = false;
7620 r_refdef.view.width = r_waterstate.waterwidth;
7621 r_refdef.view.height = r_waterstate.waterheight;
7622 r_refdef.view.useclipplane = true;
7623 myview = r_refdef.view;
7624 r_waterstate.renderingscene = true;
7625 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7627 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7629 r_refdef.view = myview;
7630 // render reflected scene and copy into texture
7631 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7632 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7633 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7634 r_refdef.view.clipplane = p->plane;
7635 // reverse the cullface settings for this render
7636 r_refdef.view.cullface_front = GL_FRONT;
7637 r_refdef.view.cullface_back = GL_BACK;
7638 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7640 r_refdef.view.usecustompvs = true;
7642 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7644 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7647 R_ResetViewRendering3D();
7648 R_ClearScreen(r_refdef.fogenabled);
7652 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);
7655 // render the normal view scene and copy into texture
7656 // (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)
7657 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7659 r_waterstate.renderingrefraction = true;
7660 r_refdef.view = myview;
7662 r_refdef.view.clipplane = p->plane;
7663 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7664 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7666 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7668 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7669 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7670 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7671 R_RenderView_UpdateViewVectors();
7672 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7675 PlaneClassify(&r_refdef.view.clipplane);
7677 R_ResetViewRendering3D();
7678 R_ClearScreen(r_refdef.fogenabled);
7682 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);
7683 r_waterstate.renderingrefraction = false;
7685 else if (p->materialflags & MATERIALFLAG_CAMERA)
7687 r_refdef.view = myview;
7689 r_refdef.view.clipplane = p->plane;
7690 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7691 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7693 r_refdef.view.width = r_waterstate.camerawidth;
7694 r_refdef.view.height = r_waterstate.cameraheight;
7695 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7696 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7698 if(p->camera_entity)
7700 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7701 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7704 // reverse the cullface settings for this render
7705 r_refdef.view.cullface_front = GL_FRONT;
7706 r_refdef.view.cullface_back = GL_BACK;
7707 // also reverse the view matrix
7708 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7709 R_RenderView_UpdateViewVectors();
7710 if(p->camera_entity)
7711 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7713 // camera needs no clipplane
7714 r_refdef.view.useclipplane = false;
7716 PlaneClassify(&r_refdef.view.clipplane);
7718 R_ResetViewRendering3D();
7719 R_ClearScreen(r_refdef.fogenabled);
7723 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7724 r_waterstate.renderingrefraction = false;
7728 r_waterstate.renderingscene = false;
7729 r_refdef.view = originalview;
7730 R_ResetViewRendering3D();
7731 R_ClearScreen(r_refdef.fogenabled);
7735 r_refdef.view = originalview;
7736 r_waterstate.renderingscene = false;
7737 Cvar_SetValueQuick(&r_water, 0);
7738 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7742 void R_Bloom_StartFrame(void)
7744 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7746 switch(vid.renderpath)
7748 case RENDERPATH_GL20:
7749 case RENDERPATH_CGGL:
7751 case RENDERPATH_GL13:
7752 case RENDERPATH_GL11:
7756 // set bloomwidth and bloomheight to the bloom resolution that will be
7757 // used (often less than the screen resolution for faster rendering)
7758 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7759 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7760 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7761 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7762 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7764 // calculate desired texture sizes
7765 if (vid.support.arb_texture_non_power_of_two)
7767 screentexturewidth = r_refdef.view.width;
7768 screentextureheight = r_refdef.view.height;
7769 bloomtexturewidth = r_bloomstate.bloomwidth;
7770 bloomtextureheight = r_bloomstate.bloomheight;
7774 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7775 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7776 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7777 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7780 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))
7782 Cvar_SetValueQuick(&r_hdr, 0);
7783 Cvar_SetValueQuick(&r_bloom, 0);
7784 Cvar_SetValueQuick(&r_motionblur, 0);
7785 Cvar_SetValueQuick(&r_damageblur, 0);
7788 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)))
7789 screentexturewidth = screentextureheight = 0;
7790 if (!r_hdr.integer && !r_bloom.integer)
7791 bloomtexturewidth = bloomtextureheight = 0;
7793 // allocate textures as needed
7794 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7796 if (r_bloomstate.texture_screen)
7797 R_FreeTexture(r_bloomstate.texture_screen);
7798 r_bloomstate.texture_screen = NULL;
7799 r_bloomstate.screentexturewidth = screentexturewidth;
7800 r_bloomstate.screentextureheight = screentextureheight;
7801 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7802 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7804 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7806 if (r_bloomstate.texture_bloom)
7807 R_FreeTexture(r_bloomstate.texture_bloom);
7808 r_bloomstate.texture_bloom = NULL;
7809 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7810 r_bloomstate.bloomtextureheight = bloomtextureheight;
7811 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7812 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7815 // when doing a reduced render (HDR) we want to use a smaller area
7816 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7817 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7818 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7819 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7820 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7822 // set up a texcoord array for the full resolution screen image
7823 // (we have to keep this around to copy back during final render)
7824 r_bloomstate.screentexcoord2f[0] = 0;
7825 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7826 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7827 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7828 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7829 r_bloomstate.screentexcoord2f[5] = 0;
7830 r_bloomstate.screentexcoord2f[6] = 0;
7831 r_bloomstate.screentexcoord2f[7] = 0;
7833 // set up a texcoord array for the reduced resolution bloom image
7834 // (which will be additive blended over the screen image)
7835 r_bloomstate.bloomtexcoord2f[0] = 0;
7836 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7837 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7838 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7839 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7840 r_bloomstate.bloomtexcoord2f[5] = 0;
7841 r_bloomstate.bloomtexcoord2f[6] = 0;
7842 r_bloomstate.bloomtexcoord2f[7] = 0;
7844 if (r_hdr.integer || r_bloom.integer)
7846 r_bloomstate.enabled = true;
7847 r_bloomstate.hdr = r_hdr.integer != 0;
7850 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);
7853 void R_Bloom_CopyBloomTexture(float colorscale)
7855 r_refdef.stats.bloom++;
7857 // scale down screen texture to the bloom texture size
7859 R_SetViewport(&r_bloomstate.viewport);
7860 GL_BlendFunc(GL_ONE, GL_ZERO);
7861 GL_Color(colorscale, colorscale, colorscale, 1);
7862 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7863 // TODO: do boxfilter scale-down in shader?
7864 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7865 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7866 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7868 // we now have a bloom image in the framebuffer
7869 // copy it into the bloom image texture for later processing
7870 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);
7871 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7874 void R_Bloom_CopyHDRTexture(void)
7876 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);
7877 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7880 void R_Bloom_MakeTexture(void)
7883 float xoffset, yoffset, r, brighten;
7885 r_refdef.stats.bloom++;
7887 R_ResetViewRendering2D();
7889 // we have a bloom image in the framebuffer
7891 R_SetViewport(&r_bloomstate.viewport);
7893 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7896 r = bound(0, r_bloom_colorexponent.value / x, 1);
7897 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7899 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7900 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7901 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7902 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7904 // copy the vertically blurred bloom view to a texture
7905 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);
7906 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7909 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7910 brighten = r_bloom_brighten.value;
7912 brighten *= r_hdr_range.value;
7913 brighten = sqrt(brighten);
7915 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7916 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7918 for (dir = 0;dir < 2;dir++)
7920 // blend on at multiple vertical offsets to achieve a vertical blur
7921 // TODO: do offset blends using GLSL
7922 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7923 GL_BlendFunc(GL_ONE, GL_ZERO);
7924 for (x = -range;x <= range;x++)
7926 if (!dir){xoffset = 0;yoffset = x;}
7927 else {xoffset = x;yoffset = 0;}
7928 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7929 yoffset /= (float)r_bloomstate.bloomtextureheight;
7930 // compute a texcoord array with the specified x and y offset
7931 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7932 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7933 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7934 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7935 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7936 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7937 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7938 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7939 // this r value looks like a 'dot' particle, fading sharply to
7940 // black at the edges
7941 // (probably not realistic but looks good enough)
7942 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7943 //r = brighten/(range*2+1);
7944 r = brighten / (range * 2 + 1);
7946 r *= (1 - x*x/(float)(range*range));
7947 GL_Color(r, r, r, 1);
7948 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7949 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7950 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7951 GL_BlendFunc(GL_ONE, GL_ONE);
7954 // copy the vertically blurred bloom view to a texture
7955 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);
7956 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7959 // apply subtract last
7960 // (just like it would be in a GLSL shader)
7961 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7963 GL_BlendFunc(GL_ONE, GL_ZERO);
7965 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7966 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7967 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7968 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7970 GL_BlendFunc(GL_ONE, GL_ONE);
7971 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7972 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7973 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7974 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7975 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7976 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7977 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7979 // copy the darkened bloom view to a texture
7980 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);
7981 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7985 void R_HDR_RenderBloomTexture(void)
7987 int oldwidth, oldheight;
7988 float oldcolorscale;
7990 oldcolorscale = r_refdef.view.colorscale;
7991 oldwidth = r_refdef.view.width;
7992 oldheight = r_refdef.view.height;
7993 r_refdef.view.width = r_bloomstate.bloomwidth;
7994 r_refdef.view.height = r_bloomstate.bloomheight;
7996 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7997 // TODO: add exposure compensation features
7998 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8000 r_refdef.view.showdebug = false;
8001 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8003 R_ResetViewRendering3D();
8005 R_ClearScreen(r_refdef.fogenabled);
8006 if (r_timereport_active)
8007 R_TimeReport("HDRclear");
8010 if (r_timereport_active)
8011 R_TimeReport("visibility");
8013 // only do secondary renders with HDR if r_hdr is 2 or higher
8014 r_waterstate.numwaterplanes = 0;
8015 if (r_waterstate.enabled && r_hdr.integer >= 2)
8016 R_RenderWaterPlanes();
8018 r_refdef.view.showdebug = true;
8020 r_waterstate.numwaterplanes = 0;
8022 R_ResetViewRendering2D();
8024 R_Bloom_CopyHDRTexture();
8025 R_Bloom_MakeTexture();
8027 // restore the view settings
8028 r_refdef.view.width = oldwidth;
8029 r_refdef.view.height = oldheight;
8030 r_refdef.view.colorscale = oldcolorscale;
8032 R_ResetViewRendering3D();
8034 R_ClearScreen(r_refdef.fogenabled);
8035 if (r_timereport_active)
8036 R_TimeReport("viewclear");
8039 static void R_BlendView(void)
8041 unsigned int permutation;
8042 float uservecs[4][4];
8044 switch (vid.renderpath)
8046 case RENDERPATH_GL20:
8047 case RENDERPATH_CGGL:
8049 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8050 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8051 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8052 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8053 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8055 if (r_bloomstate.texture_screen)
8057 // make sure the buffer is available
8058 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8060 R_ResetViewRendering2D();
8062 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8064 // declare variables
8066 static float avgspeed;
8068 speed = VectorLength(cl.movement_velocity);
8070 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8071 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8073 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8074 speed = bound(0, speed, 1);
8075 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8077 // calculate values into a standard alpha
8078 cl.motionbluralpha = 1 - exp(-
8080 (r_motionblur.value * speed / 80)
8082 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8085 max(0.0001, cl.time - cl.oldtime) // fps independent
8088 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8089 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8091 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8093 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8094 GL_Color(1, 1, 1, cl.motionbluralpha);
8095 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8096 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8097 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8098 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8102 // copy view into the screen texture
8103 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);
8104 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8106 else if (!r_bloomstate.texture_bloom)
8108 // we may still have to do view tint...
8109 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8111 // apply a color tint to the whole view
8112 R_ResetViewRendering2D();
8113 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8114 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8115 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8116 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8117 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8119 break; // no screen processing, no bloom, skip it
8122 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8124 // render simple bloom effect
8125 // copy the screen and shrink it and darken it for the bloom process
8126 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8127 // make the bloom texture
8128 R_Bloom_MakeTexture();
8131 #if _MSC_VER >= 1400
8132 #define sscanf sscanf_s
8134 memset(uservecs, 0, sizeof(uservecs));
8135 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8136 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8137 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8138 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8140 R_ResetViewRendering2D();
8141 GL_Color(1, 1, 1, 1);
8142 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8143 GL_BlendFunc(GL_ONE, GL_ZERO);
8145 switch(vid.renderpath)
8147 case RENDERPATH_GL20:
8148 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8149 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8150 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8151 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8152 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]);
8153 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8154 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]);
8155 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]);
8156 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]);
8157 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]);
8158 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8159 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8161 case RENDERPATH_CGGL:
8163 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8164 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8165 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8166 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8167 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
8168 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8169 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
8170 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
8171 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
8172 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
8173 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8174 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8180 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8181 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8183 case RENDERPATH_GL13:
8184 case RENDERPATH_GL11:
8185 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8187 // apply a color tint to the whole view
8188 R_ResetViewRendering2D();
8189 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8190 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8191 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8192 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8193 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8199 matrix4x4_t r_waterscrollmatrix;
8201 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8203 if (r_refdef.fog_density)
8205 r_refdef.fogcolor[0] = r_refdef.fog_red;
8206 r_refdef.fogcolor[1] = r_refdef.fog_green;
8207 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8209 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8210 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8211 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8212 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8216 VectorCopy(r_refdef.fogcolor, fogvec);
8217 // color.rgb *= ContrastBoost * SceneBrightness;
8218 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8219 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8220 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8221 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8226 void R_UpdateVariables(void)
8230 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8232 r_refdef.farclip = r_farclip_base.value;
8233 if (r_refdef.scene.worldmodel)
8234 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8235 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8237 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8238 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8239 r_refdef.polygonfactor = 0;
8240 r_refdef.polygonoffset = 0;
8241 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8242 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8244 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8245 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8246 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8247 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8248 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8249 if (r_showsurfaces.integer)
8251 r_refdef.scene.rtworld = false;
8252 r_refdef.scene.rtworldshadows = false;
8253 r_refdef.scene.rtdlight = false;
8254 r_refdef.scene.rtdlightshadows = false;
8255 r_refdef.lightmapintensity = 0;
8258 if (gamemode == GAME_NEHAHRA)
8260 if (gl_fogenable.integer)
8262 r_refdef.oldgl_fogenable = true;
8263 r_refdef.fog_density = gl_fogdensity.value;
8264 r_refdef.fog_red = gl_fogred.value;
8265 r_refdef.fog_green = gl_foggreen.value;
8266 r_refdef.fog_blue = gl_fogblue.value;
8267 r_refdef.fog_alpha = 1;
8268 r_refdef.fog_start = 0;
8269 r_refdef.fog_end = gl_skyclip.value;
8270 r_refdef.fog_height = 1<<30;
8271 r_refdef.fog_fadedepth = 128;
8273 else if (r_refdef.oldgl_fogenable)
8275 r_refdef.oldgl_fogenable = false;
8276 r_refdef.fog_density = 0;
8277 r_refdef.fog_red = 0;
8278 r_refdef.fog_green = 0;
8279 r_refdef.fog_blue = 0;
8280 r_refdef.fog_alpha = 0;
8281 r_refdef.fog_start = 0;
8282 r_refdef.fog_end = 0;
8283 r_refdef.fog_height = 1<<30;
8284 r_refdef.fog_fadedepth = 128;
8288 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8289 r_refdef.fog_start = max(0, r_refdef.fog_start);
8290 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8292 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8294 if (r_refdef.fog_density && r_drawfog.integer)
8296 r_refdef.fogenabled = true;
8297 // this is the point where the fog reaches 0.9986 alpha, which we
8298 // consider a good enough cutoff point for the texture
8299 // (0.9986 * 256 == 255.6)
8300 if (r_fog_exp2.integer)
8301 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8303 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8304 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8305 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8306 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8307 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8308 R_BuildFogHeightTexture();
8309 // fog color was already set
8310 // update the fog texture
8311 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)
8312 R_BuildFogTexture();
8313 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8314 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8317 r_refdef.fogenabled = false;
8319 switch(vid.renderpath)
8321 case RENDERPATH_GL20:
8322 case RENDERPATH_CGGL:
8323 if(v_glslgamma.integer && !vid_gammatables_trivial)
8325 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8327 // build GLSL gamma texture
8328 #define RAMPWIDTH 256
8329 unsigned short ramp[RAMPWIDTH * 3];
8330 unsigned char rampbgr[RAMPWIDTH][4];
8333 r_texture_gammaramps_serial = vid_gammatables_serial;
8335 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8336 for(i = 0; i < RAMPWIDTH; ++i)
8338 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8339 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8340 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8343 if (r_texture_gammaramps)
8345 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8349 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8355 // remove GLSL gamma texture
8358 case RENDERPATH_GL13:
8359 case RENDERPATH_GL11:
8364 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8365 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8371 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8372 if( scenetype != r_currentscenetype ) {
8373 // store the old scenetype
8374 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8375 r_currentscenetype = scenetype;
8376 // move in the new scene
8377 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8386 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8388 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8389 if( scenetype == r_currentscenetype ) {
8390 return &r_refdef.scene;
8392 return &r_scenes_store[ scenetype ];
8401 void R_RenderView(void)
8403 if (r_timereport_active)
8404 R_TimeReport("start");
8405 r_textureframe++; // used only by R_GetCurrentTexture
8406 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8408 if (!r_drawentities.integer)
8409 r_refdef.scene.numentities = 0;
8411 R_AnimCache_ClearCache();
8412 R_FrameData_NewFrame();
8414 if (r_refdef.view.isoverlay)
8416 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8417 GL_Clear( GL_DEPTH_BUFFER_BIT );
8418 R_TimeReport("depthclear");
8420 r_refdef.view.showdebug = false;
8422 r_waterstate.enabled = false;
8423 r_waterstate.numwaterplanes = 0;
8431 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8432 return; //Host_Error ("R_RenderView: NULL worldmodel");
8434 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8436 R_RenderView_UpdateViewVectors();
8438 R_Shadow_UpdateWorldLightSelection();
8440 R_Bloom_StartFrame();
8441 R_Water_StartFrame();
8444 if (r_timereport_active)
8445 R_TimeReport("viewsetup");
8447 R_ResetViewRendering3D();
8449 if (r_refdef.view.clear || r_refdef.fogenabled)
8451 R_ClearScreen(r_refdef.fogenabled);
8452 if (r_timereport_active)
8453 R_TimeReport("viewclear");
8455 r_refdef.view.clear = true;
8457 // this produces a bloom texture to be used in R_BlendView() later
8458 if (r_hdr.integer && r_bloomstate.bloomwidth)
8460 R_HDR_RenderBloomTexture();
8461 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8462 r_textureframe++; // used only by R_GetCurrentTexture
8465 r_refdef.view.showdebug = true;
8468 if (r_timereport_active)
8469 R_TimeReport("visibility");
8471 r_waterstate.numwaterplanes = 0;
8472 if (r_waterstate.enabled)
8473 R_RenderWaterPlanes();
8476 r_waterstate.numwaterplanes = 0;
8479 if (r_timereport_active)
8480 R_TimeReport("blendview");
8482 GL_Scissor(0, 0, vid.width, vid.height);
8483 GL_ScissorTest(false);
8487 void R_RenderWaterPlanes(void)
8489 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8491 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8492 if (r_timereport_active)
8493 R_TimeReport("waterworld");
8496 // don't let sound skip if going slow
8497 if (r_refdef.scene.extraupdate)
8500 R_DrawModelsAddWaterPlanes();
8501 if (r_timereport_active)
8502 R_TimeReport("watermodels");
8504 if (r_waterstate.numwaterplanes)
8506 R_Water_ProcessPlanes();
8507 if (r_timereport_active)
8508 R_TimeReport("waterscenes");
8512 extern void R_DrawLightningBeams (void);
8513 extern void VM_CL_AddPolygonsToMeshQueue (void);
8514 extern void R_DrawPortals (void);
8515 extern cvar_t cl_locs_show;
8516 static void R_DrawLocs(void);
8517 static void R_DrawEntityBBoxes(void);
8518 static void R_DrawModelDecals(void);
8519 extern void R_DrawModelShadows(void);
8520 extern void R_DrawModelShadowMaps(void);
8521 extern cvar_t cl_decals_newsystem;
8522 extern qboolean r_shadow_usingdeferredprepass;
8523 void R_RenderScene(void)
8525 qboolean shadowmapping = false;
8527 if (r_timereport_active)
8528 R_TimeReport("beginscene");
8530 r_refdef.stats.renders++;
8534 // don't let sound skip if going slow
8535 if (r_refdef.scene.extraupdate)
8538 R_MeshQueue_BeginScene();
8542 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);
8544 if (r_timereport_active)
8545 R_TimeReport("skystartframe");
8547 if (cl.csqc_vidvars.drawworld)
8549 // don't let sound skip if going slow
8550 if (r_refdef.scene.extraupdate)
8553 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8555 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8556 if (r_timereport_active)
8557 R_TimeReport("worldsky");
8560 if (R_DrawBrushModelsSky() && r_timereport_active)
8561 R_TimeReport("bmodelsky");
8563 if (skyrendermasked && skyrenderlater)
8565 // we have to force off the water clipping plane while rendering sky
8569 if (r_timereport_active)
8570 R_TimeReport("sky");
8574 R_AnimCache_CacheVisibleEntities();
8575 if (r_timereport_active)
8576 R_TimeReport("animation");
8578 R_Shadow_PrepareLights();
8579 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8580 R_Shadow_PrepareModelShadows();
8581 if (r_timereport_active)
8582 R_TimeReport("preparelights");
8584 if (R_Shadow_ShadowMappingEnabled())
8585 shadowmapping = true;
8587 if (r_shadow_usingdeferredprepass)
8588 R_Shadow_DrawPrepass();
8590 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8592 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8593 if (r_timereport_active)
8594 R_TimeReport("worlddepth");
8596 if (r_depthfirst.integer >= 2)
8598 R_DrawModelsDepth();
8599 if (r_timereport_active)
8600 R_TimeReport("modeldepth");
8603 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8605 R_DrawModelShadowMaps();
8606 R_ResetViewRendering3D();
8607 // don't let sound skip if going slow
8608 if (r_refdef.scene.extraupdate)
8612 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8614 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8615 if (r_timereport_active)
8616 R_TimeReport("world");
8619 // don't let sound skip if going slow
8620 if (r_refdef.scene.extraupdate)
8624 if (r_timereport_active)
8625 R_TimeReport("models");
8627 // don't let sound skip if going slow
8628 if (r_refdef.scene.extraupdate)
8631 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8633 R_DrawModelShadows();
8634 R_ResetViewRendering3D();
8635 // don't let sound skip if going slow
8636 if (r_refdef.scene.extraupdate)
8640 if (!r_shadow_usingdeferredprepass)
8642 R_Shadow_DrawLights();
8643 if (r_timereport_active)
8644 R_TimeReport("rtlights");
8647 // don't let sound skip if going slow
8648 if (r_refdef.scene.extraupdate)
8651 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8653 R_DrawModelShadows();
8654 R_ResetViewRendering3D();
8655 // don't let sound skip if going slow
8656 if (r_refdef.scene.extraupdate)
8660 if (cl.csqc_vidvars.drawworld)
8662 if (cl_decals_newsystem.integer)
8664 R_DrawModelDecals();
8665 if (r_timereport_active)
8666 R_TimeReport("modeldecals");
8671 if (r_timereport_active)
8672 R_TimeReport("decals");
8676 if (r_timereport_active)
8677 R_TimeReport("particles");
8680 if (r_timereport_active)
8681 R_TimeReport("explosions");
8683 R_DrawLightningBeams();
8684 if (r_timereport_active)
8685 R_TimeReport("lightning");
8688 VM_CL_AddPolygonsToMeshQueue();
8690 if (r_refdef.view.showdebug)
8692 if (cl_locs_show.integer)
8695 if (r_timereport_active)
8696 R_TimeReport("showlocs");
8699 if (r_drawportals.integer)
8702 if (r_timereport_active)
8703 R_TimeReport("portals");
8706 if (r_showbboxes.value > 0)
8708 R_DrawEntityBBoxes();
8709 if (r_timereport_active)
8710 R_TimeReport("bboxes");
8714 R_MeshQueue_RenderTransparent();
8715 if (r_timereport_active)
8716 R_TimeReport("drawtrans");
8718 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))
8720 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8721 if (r_timereport_active)
8722 R_TimeReport("worlddebug");
8723 R_DrawModelsDebug();
8724 if (r_timereport_active)
8725 R_TimeReport("modeldebug");
8728 if (cl.csqc_vidvars.drawworld)
8730 R_Shadow_DrawCoronas();
8731 if (r_timereport_active)
8732 R_TimeReport("coronas");
8735 // don't let sound skip if going slow
8736 if (r_refdef.scene.extraupdate)
8739 R_ResetViewRendering2D();
8742 static const unsigned short bboxelements[36] =
8752 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8755 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8757 RSurf_ActiveWorldEntity();
8759 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8760 GL_DepthMask(false);
8761 GL_DepthRange(0, 1);
8762 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8763 R_Mesh_ResetTextureState();
8765 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8766 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8767 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8768 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8769 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8770 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8771 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8772 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8773 R_FillColors(color4f, 8, cr, cg, cb, ca);
8774 if (r_refdef.fogenabled)
8776 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8778 f1 = RSurf_FogVertex(v);
8780 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8781 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8782 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8785 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8786 R_Mesh_ResetTextureState();
8787 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8788 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8791 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8795 prvm_edict_t *edict;
8796 prvm_prog_t *prog_save = prog;
8798 // this function draws bounding boxes of server entities
8802 GL_CullFace(GL_NONE);
8803 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8807 for (i = 0;i < numsurfaces;i++)
8809 edict = PRVM_EDICT_NUM(surfacelist[i]);
8810 switch ((int)edict->fields.server->solid)
8812 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8813 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8814 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8815 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8816 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8817 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8819 color[3] *= r_showbboxes.value;
8820 color[3] = bound(0, color[3], 1);
8821 GL_DepthTest(!r_showdisabledepthtest.integer);
8822 GL_CullFace(r_refdef.view.cullface_front);
8823 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8829 static void R_DrawEntityBBoxes(void)
8832 prvm_edict_t *edict;
8834 prvm_prog_t *prog_save = prog;
8836 // this function draws bounding boxes of server entities
8842 for (i = 0;i < prog->num_edicts;i++)
8844 edict = PRVM_EDICT_NUM(i);
8845 if (edict->priv.server->free)
8847 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8848 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8850 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8852 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8853 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8859 static const int nomodelelement3i[24] =
8871 static const unsigned short nomodelelement3s[24] =
8883 static const float nomodelvertex3f[6*3] =
8893 static const float nomodelcolor4f[6*4] =
8895 0.0f, 0.0f, 0.5f, 1.0f,
8896 0.0f, 0.0f, 0.5f, 1.0f,
8897 0.0f, 0.5f, 0.0f, 1.0f,
8898 0.0f, 0.5f, 0.0f, 1.0f,
8899 0.5f, 0.0f, 0.0f, 1.0f,
8900 0.5f, 0.0f, 0.0f, 1.0f
8903 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8909 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);
8911 // this is only called once per entity so numsurfaces is always 1, and
8912 // surfacelist is always {0}, so this code does not handle batches
8914 if (rsurface.ent_flags & RENDER_ADDITIVE)
8916 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8917 GL_DepthMask(false);
8919 else if (rsurface.colormod[3] < 1)
8921 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8922 GL_DepthMask(false);
8926 GL_BlendFunc(GL_ONE, GL_ZERO);
8929 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8930 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8931 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8932 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8933 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8934 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8935 for (i = 0, c = color4f;i < 6;i++, c += 4)
8937 c[0] *= rsurface.colormod[0];
8938 c[1] *= rsurface.colormod[1];
8939 c[2] *= rsurface.colormod[2];
8940 c[3] *= rsurface.colormod[3];
8942 if (r_refdef.fogenabled)
8944 for (i = 0, c = color4f;i < 6;i++, c += 4)
8946 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8948 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8949 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8950 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8953 R_Mesh_ResetTextureState();
8954 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8955 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8958 void R_DrawNoModel(entity_render_t *ent)
8961 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8962 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8963 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8965 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8968 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8970 vec3_t right1, right2, diff, normal;
8972 VectorSubtract (org2, org1, normal);
8974 // calculate 'right' vector for start
8975 VectorSubtract (r_refdef.view.origin, org1, diff);
8976 CrossProduct (normal, diff, right1);
8977 VectorNormalize (right1);
8979 // calculate 'right' vector for end
8980 VectorSubtract (r_refdef.view.origin, org2, diff);
8981 CrossProduct (normal, diff, right2);
8982 VectorNormalize (right2);
8984 vert[ 0] = org1[0] + width * right1[0];
8985 vert[ 1] = org1[1] + width * right1[1];
8986 vert[ 2] = org1[2] + width * right1[2];
8987 vert[ 3] = org1[0] - width * right1[0];
8988 vert[ 4] = org1[1] - width * right1[1];
8989 vert[ 5] = org1[2] - width * right1[2];
8990 vert[ 6] = org2[0] - width * right2[0];
8991 vert[ 7] = org2[1] - width * right2[1];
8992 vert[ 8] = org2[2] - width * right2[2];
8993 vert[ 9] = org2[0] + width * right2[0];
8994 vert[10] = org2[1] + width * right2[1];
8995 vert[11] = org2[2] + width * right2[2];
8998 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)
9000 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9001 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9002 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9003 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9004 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9005 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9006 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9007 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9008 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9009 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9010 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9011 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9014 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9019 VectorSet(v, x, y, z);
9020 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9021 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9023 if (i == mesh->numvertices)
9025 if (mesh->numvertices < mesh->maxvertices)
9027 VectorCopy(v, vertex3f);
9028 mesh->numvertices++;
9030 return mesh->numvertices;
9036 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9040 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9041 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9042 e = mesh->element3i + mesh->numtriangles * 3;
9043 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9045 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9046 if (mesh->numtriangles < mesh->maxtriangles)
9051 mesh->numtriangles++;
9053 element[1] = element[2];
9057 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9061 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9062 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9063 e = mesh->element3i + mesh->numtriangles * 3;
9064 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9066 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9067 if (mesh->numtriangles < mesh->maxtriangles)
9072 mesh->numtriangles++;
9074 element[1] = element[2];
9078 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9079 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9081 int planenum, planenum2;
9084 mplane_t *plane, *plane2;
9086 double temppoints[2][256*3];
9087 // figure out how large a bounding box we need to properly compute this brush
9089 for (w = 0;w < numplanes;w++)
9090 maxdist = max(maxdist, fabs(planes[w].dist));
9091 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9092 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9093 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9097 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9098 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9100 if (planenum2 == planenum)
9102 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);
9105 if (tempnumpoints < 3)
9107 // generate elements forming a triangle fan for this polygon
9108 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9112 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)
9114 texturelayer_t *layer;
9115 layer = t->currentlayers + t->currentnumlayers++;
9117 layer->depthmask = depthmask;
9118 layer->blendfunc1 = blendfunc1;
9119 layer->blendfunc2 = blendfunc2;
9120 layer->texture = texture;
9121 layer->texmatrix = *matrix;
9122 layer->color[0] = r;
9123 layer->color[1] = g;
9124 layer->color[2] = b;
9125 layer->color[3] = a;
9128 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9130 if(parms[0] == 0 && parms[1] == 0)
9132 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9133 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9138 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9141 index = parms[2] + r_refdef.scene.time * parms[3];
9142 index -= floor(index);
9143 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9146 case Q3WAVEFUNC_NONE:
9147 case Q3WAVEFUNC_NOISE:
9148 case Q3WAVEFUNC_COUNT:
9151 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9152 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9153 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9154 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9155 case Q3WAVEFUNC_TRIANGLE:
9157 f = index - floor(index);
9168 f = parms[0] + parms[1] * f;
9169 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9170 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9174 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9179 matrix4x4_t matrix, temp;
9180 switch(tcmod->tcmod)
9184 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9185 matrix = r_waterscrollmatrix;
9187 matrix = identitymatrix;
9189 case Q3TCMOD_ENTITYTRANSLATE:
9190 // this is used in Q3 to allow the gamecode to control texcoord
9191 // scrolling on the entity, which is not supported in darkplaces yet.
9192 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9194 case Q3TCMOD_ROTATE:
9195 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9196 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9197 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9200 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9202 case Q3TCMOD_SCROLL:
9203 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9205 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9206 w = (int) tcmod->parms[0];
9207 h = (int) tcmod->parms[1];
9208 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9210 idx = (int) floor(f * w * h);
9211 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9213 case Q3TCMOD_STRETCH:
9214 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9215 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9217 case Q3TCMOD_TRANSFORM:
9218 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9219 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9220 VectorSet(tcmat + 6, 0 , 0 , 1);
9221 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9222 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9224 case Q3TCMOD_TURBULENT:
9225 // this is handled in the RSurf_PrepareVertices function
9226 matrix = identitymatrix;
9230 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9233 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9235 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9236 char name[MAX_QPATH];
9237 skinframe_t *skinframe;
9238 unsigned char pixels[296*194];
9239 strlcpy(cache->name, skinname, sizeof(cache->name));
9240 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9241 if (developer_loading.integer)
9242 Con_Printf("loading %s\n", name);
9243 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9244 if (!skinframe || !skinframe->base)
9247 fs_offset_t filesize;
9249 f = FS_LoadFile(name, tempmempool, true, &filesize);
9252 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9253 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9257 cache->skinframe = skinframe;
9260 texture_t *R_GetCurrentTexture(texture_t *t)
9263 const entity_render_t *ent = rsurface.entity;
9264 dp_model_t *model = ent->model;
9265 q3shaderinfo_layer_tcmod_t *tcmod;
9267 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9268 return t->currentframe;
9269 t->update_lastrenderframe = r_textureframe;
9270 t->update_lastrenderentity = (void *)ent;
9272 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9273 t->camera_entity = ent->entitynumber;
9275 t->camera_entity = 0;
9277 // switch to an alternate material if this is a q1bsp animated material
9279 texture_t *texture = t;
9280 int s = rsurface.ent_skinnum;
9281 if ((unsigned int)s >= (unsigned int)model->numskins)
9283 if (model->skinscenes)
9285 if (model->skinscenes[s].framecount > 1)
9286 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9288 s = model->skinscenes[s].firstframe;
9291 t = t + s * model->num_surfaces;
9294 // use an alternate animation if the entity's frame is not 0,
9295 // and only if the texture has an alternate animation
9296 if (rsurface.ent_alttextures && t->anim_total[1])
9297 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9299 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9301 texture->currentframe = t;
9304 // update currentskinframe to be a qw skin or animation frame
9305 if (rsurface.ent_qwskin >= 0)
9307 i = rsurface.ent_qwskin;
9308 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9310 r_qwskincache_size = cl.maxclients;
9312 Mem_Free(r_qwskincache);
9313 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9315 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9316 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9317 t->currentskinframe = r_qwskincache[i].skinframe;
9318 if (t->currentskinframe == NULL)
9319 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9321 else if (t->numskinframes >= 2)
9322 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9323 if (t->backgroundnumskinframes >= 2)
9324 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9326 t->currentmaterialflags = t->basematerialflags;
9327 t->currentalpha = rsurface.colormod[3];
9328 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9329 t->currentalpha *= r_wateralpha.value;
9330 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9331 t->currentalpha *= t->r_water_wateralpha;
9332 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9333 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9334 if (!(rsurface.ent_flags & RENDER_LIGHT))
9335 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9336 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9338 // pick a model lighting mode
9339 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9340 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9342 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9344 if (rsurface.ent_flags & RENDER_ADDITIVE)
9345 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9346 else if (t->currentalpha < 1)
9347 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9348 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9349 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9350 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9351 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9352 if (t->backgroundnumskinframes)
9353 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9354 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9356 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9357 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9360 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9361 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9362 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9364 // there is no tcmod
9365 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9367 t->currenttexmatrix = r_waterscrollmatrix;
9368 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9370 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9372 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9373 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9376 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9377 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9378 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9379 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9381 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9382 if (t->currentskinframe->qpixels)
9383 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9384 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9385 if (!t->basetexture)
9386 t->basetexture = r_texture_notexture;
9387 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9388 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9389 t->nmaptexture = t->currentskinframe->nmap;
9390 if (!t->nmaptexture)
9391 t->nmaptexture = r_texture_blanknormalmap;
9392 t->glosstexture = r_texture_black;
9393 t->glowtexture = t->currentskinframe->glow;
9394 t->fogtexture = t->currentskinframe->fog;
9395 t->reflectmasktexture = t->currentskinframe->reflect;
9396 if (t->backgroundnumskinframes)
9398 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9399 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9400 t->backgroundglosstexture = r_texture_black;
9401 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9402 if (!t->backgroundnmaptexture)
9403 t->backgroundnmaptexture = r_texture_blanknormalmap;
9407 t->backgroundbasetexture = r_texture_white;
9408 t->backgroundnmaptexture = r_texture_blanknormalmap;
9409 t->backgroundglosstexture = r_texture_black;
9410 t->backgroundglowtexture = NULL;
9412 t->specularpower = r_shadow_glossexponent.value;
9413 // TODO: store reference values for these in the texture?
9414 t->specularscale = 0;
9415 if (r_shadow_gloss.integer > 0)
9417 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9419 if (r_shadow_glossintensity.value > 0)
9421 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9422 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9423 t->specularscale = r_shadow_glossintensity.value;
9426 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9428 t->glosstexture = r_texture_white;
9429 t->backgroundglosstexture = r_texture_white;
9430 t->specularscale = r_shadow_gloss2intensity.value;
9431 t->specularpower = r_shadow_gloss2exponent.value;
9434 t->specularscale *= t->specularscalemod;
9435 t->specularpower *= t->specularpowermod;
9437 // lightmaps mode looks bad with dlights using actual texturing, so turn
9438 // off the colormap and glossmap, but leave the normalmap on as it still
9439 // accurately represents the shading involved
9440 if (gl_lightmaps.integer)
9442 t->basetexture = r_texture_grey128;
9443 t->pantstexture = r_texture_black;
9444 t->shirttexture = r_texture_black;
9445 t->nmaptexture = r_texture_blanknormalmap;
9446 t->glosstexture = r_texture_black;
9447 t->glowtexture = NULL;
9448 t->fogtexture = NULL;
9449 t->reflectmasktexture = NULL;
9450 t->backgroundbasetexture = NULL;
9451 t->backgroundnmaptexture = r_texture_blanknormalmap;
9452 t->backgroundglosstexture = r_texture_black;
9453 t->backgroundglowtexture = NULL;
9454 t->specularscale = 0;
9455 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9458 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9459 VectorClear(t->dlightcolor);
9460 t->currentnumlayers = 0;
9461 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9463 int blendfunc1, blendfunc2;
9465 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9467 blendfunc1 = GL_SRC_ALPHA;
9468 blendfunc2 = GL_ONE;
9470 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9472 blendfunc1 = GL_SRC_ALPHA;
9473 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9475 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9477 blendfunc1 = t->customblendfunc[0];
9478 blendfunc2 = t->customblendfunc[1];
9482 blendfunc1 = GL_ONE;
9483 blendfunc2 = GL_ZERO;
9485 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9486 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9488 // fullbright is not affected by r_refdef.lightmapintensity
9489 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]);
9490 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9491 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]);
9492 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9493 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]);
9497 vec3_t ambientcolor;
9499 // set the color tint used for lights affecting this surface
9500 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9502 // q3bsp has no lightmap updates, so the lightstylevalue that
9503 // would normally be baked into the lightmap must be
9504 // applied to the color
9505 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9506 if (model->type == mod_brushq3)
9507 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9508 colorscale *= r_refdef.lightmapintensity;
9509 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9510 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9511 // basic lit geometry
9512 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]);
9513 // add pants/shirt if needed
9514 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9515 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]);
9516 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9517 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]);
9518 // now add ambient passes if needed
9519 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9521 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]);
9522 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9523 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]);
9524 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9525 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]);
9528 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9529 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]);
9530 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9532 // if this is opaque use alpha blend which will darken the earlier
9535 // if this is an alpha blended material, all the earlier passes
9536 // were darkened by fog already, so we only need to add the fog
9537 // color ontop through the fog mask texture
9539 // if this is an additive blended material, all the earlier passes
9540 // were darkened by fog already, and we should not add fog color
9541 // (because the background was not darkened, there is no fog color
9542 // that was lost behind it).
9543 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]);
9547 return t->currentframe;
9550 rsurfacestate_t rsurface;
9552 void R_Mesh_ResizeArrays(int newvertices)
9554 unsigned char *base;
9556 if (rsurface.array_size >= newvertices)
9558 if (rsurface.array_base)
9559 Mem_Free(rsurface.array_base);
9560 rsurface.array_size = (newvertices + 1023) & ~1023;
9562 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9563 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9564 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9565 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9566 size += rsurface.array_size * sizeof(float[3]);
9567 size += rsurface.array_size * sizeof(float[3]);
9568 size += rsurface.array_size * sizeof(float[3]);
9569 size += rsurface.array_size * sizeof(float[3]);
9570 size += rsurface.array_size * sizeof(float[3]);
9571 size += rsurface.array_size * sizeof(float[3]);
9572 size += rsurface.array_size * sizeof(float[3]);
9573 size += rsurface.array_size * sizeof(float[3]);
9574 size += rsurface.array_size * sizeof(float[4]);
9575 size += rsurface.array_size * sizeof(float[2]);
9576 size += rsurface.array_size * sizeof(float[2]);
9577 size += rsurface.array_size * sizeof(float[4]);
9578 size += rsurface.array_size * sizeof(int[3]);
9579 size += rsurface.array_size * sizeof(unsigned short[3]);
9580 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9581 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9582 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9583 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9584 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9585 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9586 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9587 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9588 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9589 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9590 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9591 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9592 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9593 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9594 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9595 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9596 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9597 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9598 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9601 void RSurf_ActiveWorldEntity(void)
9603 dp_model_t *model = r_refdef.scene.worldmodel;
9604 //if (rsurface.entity == r_refdef.scene.worldentity)
9606 rsurface.entity = r_refdef.scene.worldentity;
9607 rsurface.skeleton = NULL;
9608 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9609 rsurface.ent_skinnum = 0;
9610 rsurface.ent_qwskin = -1;
9611 rsurface.ent_shadertime = 0;
9612 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9613 if (rsurface.array_size < model->surfmesh.num_vertices)
9614 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9615 rsurface.matrix = identitymatrix;
9616 rsurface.inversematrix = identitymatrix;
9617 rsurface.matrixscale = 1;
9618 rsurface.inversematrixscale = 1;
9619 R_EntityMatrix(&identitymatrix);
9620 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9621 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9622 rsurface.fograngerecip = r_refdef.fograngerecip;
9623 rsurface.fogheightfade = r_refdef.fogheightfade;
9624 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9625 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9626 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9627 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9628 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9629 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9630 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9631 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9632 rsurface.colormod[3] = 1;
9633 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);
9634 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9635 rsurface.frameblend[0].lerp = 1;
9636 rsurface.ent_alttextures = false;
9637 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9638 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9639 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9640 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9642 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9643 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9644 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9645 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9646 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9647 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9648 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9649 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9650 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9651 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9652 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9653 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9654 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9655 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9656 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9657 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9658 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9659 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9660 rsurface.modelelement3i = model->surfmesh.data_element3i;
9661 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9662 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9663 rsurface.modelelement3s = model->surfmesh.data_element3s;
9664 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9665 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9666 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9667 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9668 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9669 rsurface.modelsurfaces = model->data_surfaces;
9670 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9671 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9672 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9673 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9674 rsurface.modelgeneratedvertex = false;
9675 rsurface.batchgeneratedvertex = false;
9676 rsurface.batchfirstvertex = 0;
9677 rsurface.batchnumvertices = 0;
9678 rsurface.batchfirsttriangle = 0;
9679 rsurface.batchnumtriangles = 0;
9680 rsurface.batchvertex3f = NULL;
9681 rsurface.batchvertex3f_vertexbuffer = NULL;
9682 rsurface.batchvertex3f_bufferoffset = 0;
9683 rsurface.batchsvector3f = NULL;
9684 rsurface.batchsvector3f_vertexbuffer = NULL;
9685 rsurface.batchsvector3f_bufferoffset = 0;
9686 rsurface.batchtvector3f = NULL;
9687 rsurface.batchtvector3f_vertexbuffer = NULL;
9688 rsurface.batchtvector3f_bufferoffset = 0;
9689 rsurface.batchnormal3f = NULL;
9690 rsurface.batchnormal3f_vertexbuffer = NULL;
9691 rsurface.batchnormal3f_bufferoffset = 0;
9692 rsurface.batchlightmapcolor4f = NULL;
9693 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9694 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9695 rsurface.batchtexcoordtexture2f = NULL;
9696 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9697 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9698 rsurface.batchtexcoordlightmap2f = NULL;
9699 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9700 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9701 rsurface.batchvertexmesh = NULL;
9702 rsurface.batchvertexmeshbuffer = NULL;
9703 rsurface.batchvertexposition = NULL;
9704 rsurface.batchvertexpositionbuffer = NULL;
9705 rsurface.batchelement3i = NULL;
9706 rsurface.batchelement3i_indexbuffer = NULL;
9707 rsurface.batchelement3i_bufferoffset = 0;
9708 rsurface.batchelement3s = NULL;
9709 rsurface.batchelement3s_indexbuffer = NULL;
9710 rsurface.batchelement3s_bufferoffset = 0;
9711 rsurface.passcolor4f = NULL;
9712 rsurface.passcolor4f_vertexbuffer = NULL;
9713 rsurface.passcolor4f_bufferoffset = 0;
9716 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9718 dp_model_t *model = ent->model;
9719 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9721 rsurface.entity = (entity_render_t *)ent;
9722 rsurface.skeleton = ent->skeleton;
9723 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9724 rsurface.ent_skinnum = ent->skinnum;
9725 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;
9726 rsurface.ent_shadertime = ent->shadertime;
9727 rsurface.ent_flags = ent->flags;
9728 if (rsurface.array_size < model->surfmesh.num_vertices)
9729 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9730 rsurface.matrix = ent->matrix;
9731 rsurface.inversematrix = ent->inversematrix;
9732 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9733 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9734 R_EntityMatrix(&rsurface.matrix);
9735 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9736 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9737 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9738 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9739 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9740 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9741 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9742 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9743 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9744 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9745 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9746 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9747 rsurface.colormod[3] = ent->alpha;
9748 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9749 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9750 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9751 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9752 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9753 if (ent->model->brush.submodel && !prepass)
9755 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9756 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9758 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9760 if (ent->animcache_vertex3f && !r_framedata_failed)
9762 rsurface.modelvertex3f = ent->animcache_vertex3f;
9763 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9764 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9765 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9766 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9767 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9768 rsurface.modelvertexposition = ent->animcache_vertexposition;
9769 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9771 else if (wanttangents)
9773 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9774 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9775 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9776 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9777 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9778 rsurface.modelvertexmesh = NULL;
9779 rsurface.modelvertexmeshbuffer = NULL;
9780 rsurface.modelvertexposition = NULL;
9781 rsurface.modelvertexpositionbuffer = NULL;
9783 else if (wantnormals)
9785 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9786 rsurface.modelsvector3f = NULL;
9787 rsurface.modeltvector3f = NULL;
9788 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9789 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9790 rsurface.modelvertexmesh = NULL;
9791 rsurface.modelvertexmeshbuffer = NULL;
9792 rsurface.modelvertexposition = NULL;
9793 rsurface.modelvertexpositionbuffer = NULL;
9797 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9798 rsurface.modelsvector3f = NULL;
9799 rsurface.modeltvector3f = NULL;
9800 rsurface.modelnormal3f = NULL;
9801 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9802 rsurface.modelvertexmesh = NULL;
9803 rsurface.modelvertexmeshbuffer = NULL;
9804 rsurface.modelvertexposition = NULL;
9805 rsurface.modelvertexpositionbuffer = NULL;
9807 rsurface.modelvertex3f_vertexbuffer = 0;
9808 rsurface.modelvertex3f_bufferoffset = 0;
9809 rsurface.modelsvector3f_vertexbuffer = 0;
9810 rsurface.modelsvector3f_bufferoffset = 0;
9811 rsurface.modeltvector3f_vertexbuffer = 0;
9812 rsurface.modeltvector3f_bufferoffset = 0;
9813 rsurface.modelnormal3f_vertexbuffer = 0;
9814 rsurface.modelnormal3f_bufferoffset = 0;
9815 rsurface.modelgeneratedvertex = true;
9819 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9820 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9821 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9822 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9823 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9824 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9825 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9826 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9827 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9828 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9829 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9830 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9831 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9832 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9833 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9834 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9835 rsurface.modelgeneratedvertex = false;
9837 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9838 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9839 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9840 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9841 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9842 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9843 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9844 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9845 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9846 rsurface.modelelement3i = model->surfmesh.data_element3i;
9847 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9848 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9849 rsurface.modelelement3s = model->surfmesh.data_element3s;
9850 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9851 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9852 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9853 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9854 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9855 rsurface.modelsurfaces = model->data_surfaces;
9856 rsurface.batchgeneratedvertex = false;
9857 rsurface.batchfirstvertex = 0;
9858 rsurface.batchnumvertices = 0;
9859 rsurface.batchfirsttriangle = 0;
9860 rsurface.batchnumtriangles = 0;
9861 rsurface.batchvertex3f = NULL;
9862 rsurface.batchvertex3f_vertexbuffer = NULL;
9863 rsurface.batchvertex3f_bufferoffset = 0;
9864 rsurface.batchsvector3f = NULL;
9865 rsurface.batchsvector3f_vertexbuffer = NULL;
9866 rsurface.batchsvector3f_bufferoffset = 0;
9867 rsurface.batchtvector3f = NULL;
9868 rsurface.batchtvector3f_vertexbuffer = NULL;
9869 rsurface.batchtvector3f_bufferoffset = 0;
9870 rsurface.batchnormal3f = NULL;
9871 rsurface.batchnormal3f_vertexbuffer = NULL;
9872 rsurface.batchnormal3f_bufferoffset = 0;
9873 rsurface.batchlightmapcolor4f = NULL;
9874 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9875 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9876 rsurface.batchtexcoordtexture2f = NULL;
9877 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9878 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9879 rsurface.batchtexcoordlightmap2f = NULL;
9880 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9881 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9882 rsurface.batchvertexmesh = NULL;
9883 rsurface.batchvertexmeshbuffer = NULL;
9884 rsurface.batchvertexposition = NULL;
9885 rsurface.batchvertexpositionbuffer = NULL;
9886 rsurface.batchelement3i = NULL;
9887 rsurface.batchelement3i_indexbuffer = NULL;
9888 rsurface.batchelement3i_bufferoffset = 0;
9889 rsurface.batchelement3s = NULL;
9890 rsurface.batchelement3s_indexbuffer = NULL;
9891 rsurface.batchelement3s_bufferoffset = 0;
9892 rsurface.passcolor4f = NULL;
9893 rsurface.passcolor4f_vertexbuffer = NULL;
9894 rsurface.passcolor4f_bufferoffset = 0;
9897 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)
9901 rsurface.entity = r_refdef.scene.worldentity;
9902 rsurface.skeleton = NULL;
9903 rsurface.ent_skinnum = 0;
9904 rsurface.ent_qwskin = -1;
9905 rsurface.ent_shadertime = shadertime;
9906 rsurface.ent_flags = entflags;
9907 rsurface.modelnumvertices = numvertices;
9908 rsurface.modelnumtriangles = numtriangles;
9909 if (rsurface.array_size < rsurface.modelnumvertices)
9910 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9911 rsurface.matrix = *matrix;
9912 rsurface.inversematrix = *inversematrix;
9913 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9914 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9915 R_EntityMatrix(&rsurface.matrix);
9916 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9917 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9918 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9919 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9920 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9921 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9922 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9923 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9924 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9925 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9926 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9927 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9928 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);
9929 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9930 rsurface.frameblend[0].lerp = 1;
9931 rsurface.ent_alttextures = false;
9932 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9933 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9936 rsurface.modelvertex3f = vertex3f;
9937 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9938 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9939 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9941 else if (wantnormals)
9943 rsurface.modelvertex3f = vertex3f;
9944 rsurface.modelsvector3f = NULL;
9945 rsurface.modeltvector3f = NULL;
9946 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9950 rsurface.modelvertex3f = vertex3f;
9951 rsurface.modelsvector3f = NULL;
9952 rsurface.modeltvector3f = NULL;
9953 rsurface.modelnormal3f = NULL;
9955 rsurface.modelvertexmesh = NULL;
9956 rsurface.modelvertexmeshbuffer = NULL;
9957 rsurface.modelvertexposition = NULL;
9958 rsurface.modelvertexpositionbuffer = NULL;
9959 rsurface.modelvertex3f_vertexbuffer = 0;
9960 rsurface.modelvertex3f_bufferoffset = 0;
9961 rsurface.modelsvector3f_vertexbuffer = 0;
9962 rsurface.modelsvector3f_bufferoffset = 0;
9963 rsurface.modeltvector3f_vertexbuffer = 0;
9964 rsurface.modeltvector3f_bufferoffset = 0;
9965 rsurface.modelnormal3f_vertexbuffer = 0;
9966 rsurface.modelnormal3f_bufferoffset = 0;
9967 rsurface.modelgeneratedvertex = true;
9968 rsurface.modellightmapcolor4f = color4f;
9969 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9970 rsurface.modellightmapcolor4f_bufferoffset = 0;
9971 rsurface.modeltexcoordtexture2f = texcoord2f;
9972 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9973 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9974 rsurface.modeltexcoordlightmap2f = NULL;
9975 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9976 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9977 rsurface.modelelement3i = element3i;
9978 rsurface.modelelement3i_indexbuffer = NULL;
9979 rsurface.modelelement3i_bufferoffset = 0;
9980 rsurface.modelelement3s = element3s;
9981 rsurface.modelelement3s_indexbuffer = NULL;
9982 rsurface.modelelement3s_bufferoffset = 0;
9983 rsurface.modellightmapoffsets = NULL;
9984 rsurface.modelsurfaces = NULL;
9985 rsurface.batchgeneratedvertex = false;
9986 rsurface.batchfirstvertex = 0;
9987 rsurface.batchnumvertices = 0;
9988 rsurface.batchfirsttriangle = 0;
9989 rsurface.batchnumtriangles = 0;
9990 rsurface.batchvertex3f = NULL;
9991 rsurface.batchvertex3f_vertexbuffer = NULL;
9992 rsurface.batchvertex3f_bufferoffset = 0;
9993 rsurface.batchsvector3f = NULL;
9994 rsurface.batchsvector3f_vertexbuffer = NULL;
9995 rsurface.batchsvector3f_bufferoffset = 0;
9996 rsurface.batchtvector3f = NULL;
9997 rsurface.batchtvector3f_vertexbuffer = NULL;
9998 rsurface.batchtvector3f_bufferoffset = 0;
9999 rsurface.batchnormal3f = NULL;
10000 rsurface.batchnormal3f_vertexbuffer = NULL;
10001 rsurface.batchnormal3f_bufferoffset = 0;
10002 rsurface.batchlightmapcolor4f = NULL;
10003 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10004 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10005 rsurface.batchtexcoordtexture2f = NULL;
10006 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10007 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10008 rsurface.batchtexcoordlightmap2f = NULL;
10009 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10010 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10011 rsurface.batchvertexmesh = NULL;
10012 rsurface.batchvertexmeshbuffer = NULL;
10013 rsurface.batchvertexposition = NULL;
10014 rsurface.batchvertexpositionbuffer = NULL;
10015 rsurface.batchelement3i = NULL;
10016 rsurface.batchelement3i_indexbuffer = NULL;
10017 rsurface.batchelement3i_bufferoffset = 0;
10018 rsurface.batchelement3s = NULL;
10019 rsurface.batchelement3s_indexbuffer = NULL;
10020 rsurface.batchelement3s_bufferoffset = 0;
10021 rsurface.passcolor4f = NULL;
10022 rsurface.passcolor4f_vertexbuffer = NULL;
10023 rsurface.passcolor4f_bufferoffset = 0;
10025 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10027 if ((wantnormals || wanttangents) && !normal3f)
10029 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10030 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10032 if (wanttangents && !svector3f)
10034 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10035 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10036 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10040 // now convert arrays into vertexmesh structs
10041 for (i = 0;i < numvertices;i++)
10043 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10044 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10045 if (rsurface.modelsvector3f)
10046 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10047 if (rsurface.modeltvector3f)
10048 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10049 if (rsurface.modelnormal3f)
10050 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10051 if (rsurface.modellightmapcolor4f)
10052 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10053 if (rsurface.modeltexcoordtexture2f)
10054 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10055 if (rsurface.modeltexcoordlightmap2f)
10056 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10060 float RSurf_FogPoint(const float *v)
10062 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10063 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10064 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10065 float FogHeightFade = r_refdef.fogheightfade;
10067 unsigned int fogmasktableindex;
10068 if (r_refdef.fogplaneviewabove)
10069 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10071 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10072 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10073 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10076 float RSurf_FogVertex(const float *v)
10078 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10079 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10080 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10081 float FogHeightFade = rsurface.fogheightfade;
10083 unsigned int fogmasktableindex;
10084 if (r_refdef.fogplaneviewabove)
10085 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10087 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10088 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10089 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10092 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10095 for (i = 0;i < numelements;i++)
10096 outelement3i[i] = inelement3i[i] + adjust;
10099 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10100 extern cvar_t gl_vbo;
10101 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10109 int surfacefirsttriangle;
10110 int surfacenumtriangles;
10111 int surfacefirstvertex;
10112 int surfaceendvertex;
10113 int surfacenumvertices;
10114 int surfaceadjustvertex;
10118 qboolean dynamicvertex;
10122 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10123 float waveparms[4];
10124 q3shaderinfo_deform_t *deform;
10125 const msurface_t *surface, *firstsurface;
10126 r_vertexposition_t *vertexposition;
10127 r_vertexmesh_t *vertexmesh;
10128 if (!texturenumsurfaces)
10130 // find vertex range of this surface batch
10132 firstsurface = texturesurfacelist[0];
10133 firsttriangle = firstsurface->num_firsttriangle;
10135 firstvertex = endvertex = firstsurface->num_firstvertex;
10136 for (i = 0;i < texturenumsurfaces;i++)
10138 surface = texturesurfacelist[i];
10139 if (surface != firstsurface + i)
10141 surfacefirstvertex = surface->num_firstvertex;
10142 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10143 surfacenumtriangles = surface->num_triangles;
10144 if (firstvertex > surfacefirstvertex)
10145 firstvertex = surfacefirstvertex;
10146 if (endvertex < surfaceendvertex)
10147 endvertex = surfaceendvertex;
10148 numtriangles += surfacenumtriangles;
10153 // we now know the vertex range used, and if there are any gaps in it
10154 rsurface.batchfirstvertex = firstvertex;
10155 rsurface.batchnumvertices = endvertex - firstvertex;
10156 rsurface.batchfirsttriangle = firsttriangle;
10157 rsurface.batchnumtriangles = numtriangles;
10159 // this variable holds flags for which properties have been updated that
10160 // may require regenerating vertexmesh or vertexposition arrays...
10163 // check if any dynamic vertex processing must occur
10164 dynamicvertex = false;
10166 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10167 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10168 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10170 switch (deform->deform)
10173 case Q3DEFORM_PROJECTIONSHADOW:
10174 case Q3DEFORM_TEXT0:
10175 case Q3DEFORM_TEXT1:
10176 case Q3DEFORM_TEXT2:
10177 case Q3DEFORM_TEXT3:
10178 case Q3DEFORM_TEXT4:
10179 case Q3DEFORM_TEXT5:
10180 case Q3DEFORM_TEXT6:
10181 case Q3DEFORM_TEXT7:
10182 case Q3DEFORM_NONE:
10184 case Q3DEFORM_AUTOSPRITE:
10185 dynamicvertex = true;
10186 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10187 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10189 case Q3DEFORM_AUTOSPRITE2:
10190 dynamicvertex = true;
10191 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10192 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10194 case Q3DEFORM_NORMAL:
10195 dynamicvertex = true;
10196 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10197 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10199 case Q3DEFORM_WAVE:
10200 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10201 break; // if wavefunc is a nop, ignore this transform
10202 dynamicvertex = true;
10203 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10204 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10206 case Q3DEFORM_BULGE:
10207 dynamicvertex = true;
10208 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10209 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10211 case Q3DEFORM_MOVE:
10212 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10213 break; // if wavefunc is a nop, ignore this transform
10214 dynamicvertex = true;
10215 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10216 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10220 switch(rsurface.texture->tcgen.tcgen)
10223 case Q3TCGEN_TEXTURE:
10225 case Q3TCGEN_LIGHTMAP:
10226 dynamicvertex = true;
10227 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10228 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10230 case Q3TCGEN_VECTOR:
10231 dynamicvertex = true;
10232 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10233 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10235 case Q3TCGEN_ENVIRONMENT:
10236 dynamicvertex = true;
10237 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10238 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10241 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10243 dynamicvertex = true;
10244 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10245 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10248 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10250 dynamicvertex = true;
10251 batchneed |= BATCHNEED_NOGAPS;
10252 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10255 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10257 dynamicvertex = true;
10258 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10259 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10262 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10264 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10265 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10266 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10267 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10268 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10269 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10270 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10273 // when the model data has no vertex buffer (dynamic mesh), we need to
10275 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10276 batchneed |= BATCHNEED_NOGAPS;
10278 // if needsupdate, we have to do a dynamic vertex batch for sure
10279 if (needsupdate & batchneed)
10280 dynamicvertex = true;
10282 // see if we need to build vertexmesh from arrays
10283 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10284 dynamicvertex = true;
10286 // see if we need to build vertexposition from arrays
10287 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10288 dynamicvertex = true;
10290 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10291 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10292 dynamicvertex = true;
10294 // if there is a chance of animated vertex colors, it's a dynamic batch
10295 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10296 dynamicvertex = true;
10298 rsurface.batchvertex3f = rsurface.modelvertex3f;
10299 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10300 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10301 rsurface.batchsvector3f = rsurface.modelsvector3f;
10302 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10303 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10304 rsurface.batchtvector3f = rsurface.modeltvector3f;
10305 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10306 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10307 rsurface.batchnormal3f = rsurface.modelnormal3f;
10308 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10309 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10310 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10311 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10312 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10313 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10314 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10315 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10316 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10317 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10318 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10319 rsurface.batchvertexposition = rsurface.modelvertexposition;
10320 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10321 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10322 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10323 rsurface.batchelement3i = rsurface.modelelement3i;
10324 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10325 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10326 rsurface.batchelement3s = rsurface.modelelement3s;
10327 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10328 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10330 // if any dynamic vertex processing has to occur in software, we copy the
10331 // entire surface list together before processing to rebase the vertices
10332 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10334 // if any gaps exist and we do not have a static vertex buffer, we have to
10335 // copy the surface list together to avoid wasting upload bandwidth on the
10336 // vertices in the gaps.
10338 // if gaps exist and we have a static vertex buffer, we still have to
10339 // combine the index buffer ranges into one dynamic index buffer.
10341 // in all cases we end up with data that can be drawn in one call.
10343 if (!dynamicvertex)
10345 // static vertex data, just set pointers...
10346 rsurface.batchgeneratedvertex = false;
10347 // if there are gaps, we want to build a combined index buffer,
10348 // otherwise use the original static buffer with an appropriate offset
10353 for (i = 0;i < texturenumsurfaces;i++)
10355 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10356 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10357 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10358 numtriangles += surfacenumtriangles;
10360 rsurface.batchelement3i = rsurface.array_batchelement3i;
10361 rsurface.batchelement3i_indexbuffer = NULL;
10362 rsurface.batchelement3i_bufferoffset = 0;
10363 rsurface.batchelement3s = NULL;
10364 rsurface.batchelement3s_indexbuffer = NULL;
10365 rsurface.batchelement3s_bufferoffset = 0;
10366 if (endvertex <= 65536)
10368 rsurface.batchelement3s = rsurface.array_batchelement3s;
10369 for (i = 0;i < numtriangles*3;i++)
10370 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10372 rsurface.batchfirsttriangle = firsttriangle;
10373 rsurface.batchnumtriangles = numtriangles;
10378 // something needs software processing, do it for real...
10379 // we only directly handle interleaved array data in this case...
10380 rsurface.batchgeneratedvertex = true;
10382 // now copy the vertex data into a combined array and make an index array
10383 // (this is what Quake3 does all the time)
10384 //if (gaps || rsurface.batchfirstvertex)
10386 rsurface.batchvertexposition = NULL;
10387 rsurface.batchvertexpositionbuffer = NULL;
10388 rsurface.batchvertexmesh = NULL;
10389 rsurface.batchvertexmeshbuffer = NULL;
10390 rsurface.batchvertex3f = NULL;
10391 rsurface.batchvertex3f_vertexbuffer = NULL;
10392 rsurface.batchvertex3f_bufferoffset = 0;
10393 rsurface.batchsvector3f = NULL;
10394 rsurface.batchsvector3f_vertexbuffer = NULL;
10395 rsurface.batchsvector3f_bufferoffset = 0;
10396 rsurface.batchtvector3f = NULL;
10397 rsurface.batchtvector3f_vertexbuffer = NULL;
10398 rsurface.batchtvector3f_bufferoffset = 0;
10399 rsurface.batchnormal3f = NULL;
10400 rsurface.batchnormal3f_vertexbuffer = NULL;
10401 rsurface.batchnormal3f_bufferoffset = 0;
10402 rsurface.batchlightmapcolor4f = NULL;
10403 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10404 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10405 rsurface.batchtexcoordtexture2f = NULL;
10406 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10407 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10408 rsurface.batchtexcoordlightmap2f = NULL;
10409 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10410 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10411 rsurface.batchelement3i = rsurface.array_batchelement3i;
10412 rsurface.batchelement3i_indexbuffer = NULL;
10413 rsurface.batchelement3i_bufferoffset = 0;
10414 rsurface.batchelement3s = NULL;
10415 rsurface.batchelement3s_indexbuffer = NULL;
10416 rsurface.batchelement3s_bufferoffset = 0;
10417 // we'll only be setting up certain arrays as needed
10418 if (batchneed & BATCHNEED_VERTEXPOSITION)
10419 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10420 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10421 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10422 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10423 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10424 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10425 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10426 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10428 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10429 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10431 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10432 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10433 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10434 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10435 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10436 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10439 for (i = 0;i < texturenumsurfaces;i++)
10441 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10442 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10443 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10444 surfaceadjustvertex = numvertices - surfacefirstvertex;
10445 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10446 // copy only the data requested
10447 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10448 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10449 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10450 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10451 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10453 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10454 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10455 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10456 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10457 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10459 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10460 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10462 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10463 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10464 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10465 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10466 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10467 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10469 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10470 numvertices += surfacenumvertices;
10471 numtriangles += surfacenumtriangles;
10474 // generate a 16bit index array as well if possible
10475 // (in general, dynamic batches fit)
10476 if (numvertices <= 65536)
10478 rsurface.batchelement3s = rsurface.array_batchelement3s;
10479 for (i = 0;i < numtriangles*3;i++)
10480 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10483 // since we've copied everything, the batch now starts at 0
10484 rsurface.batchfirstvertex = 0;
10485 rsurface.batchnumvertices = numvertices;
10486 rsurface.batchfirsttriangle = 0;
10487 rsurface.batchnumtriangles = numtriangles;
10490 // q1bsp surfaces rendered in vertex color mode have to have colors
10491 // calculated based on lightstyles
10492 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10494 // generate color arrays for the surfaces in this list
10498 const int *offsets;
10499 const unsigned char *lm;
10501 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10502 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10503 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10504 for (i = 0;i < texturenumsurfaces;i++)
10506 surface = texturesurfacelist[i];
10507 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10508 surfacenumvertices = surface->num_vertices;
10509 if (surface->lightmapinfo->samples)
10511 for (j = 0;j < surfacenumvertices;j++)
10513 lm = surface->lightmapinfo->samples + offsets[j];
10514 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10515 VectorScale(lm, scale, c);
10516 if (surface->lightmapinfo->styles[1] != 255)
10518 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10520 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10521 VectorMA(c, scale, lm, c);
10522 if (surface->lightmapinfo->styles[2] != 255)
10525 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10526 VectorMA(c, scale, lm, c);
10527 if (surface->lightmapinfo->styles[3] != 255)
10530 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10531 VectorMA(c, scale, lm, c);
10538 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10544 for (j = 0;j < surfacenumvertices;j++)
10546 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10553 // if vertices are deformed (sprite flares and things in maps, possibly
10554 // water waves, bulges and other deformations), modify the copied vertices
10556 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10558 switch (deform->deform)
10561 case Q3DEFORM_PROJECTIONSHADOW:
10562 case Q3DEFORM_TEXT0:
10563 case Q3DEFORM_TEXT1:
10564 case Q3DEFORM_TEXT2:
10565 case Q3DEFORM_TEXT3:
10566 case Q3DEFORM_TEXT4:
10567 case Q3DEFORM_TEXT5:
10568 case Q3DEFORM_TEXT6:
10569 case Q3DEFORM_TEXT7:
10570 case Q3DEFORM_NONE:
10572 case Q3DEFORM_AUTOSPRITE:
10573 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10574 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10575 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10576 VectorNormalize(newforward);
10577 VectorNormalize(newright);
10578 VectorNormalize(newup);
10579 // a single autosprite surface can contain multiple sprites...
10580 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10582 VectorClear(center);
10583 for (i = 0;i < 4;i++)
10584 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10585 VectorScale(center, 0.25f, center);
10586 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10587 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10588 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10589 for (i = 0;i < 4;i++)
10591 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10592 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10595 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10596 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10597 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10598 rsurface.batchvertex3f_vertexbuffer = NULL;
10599 rsurface.batchvertex3f_bufferoffset = 0;
10600 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10601 rsurface.batchsvector3f_vertexbuffer = NULL;
10602 rsurface.batchsvector3f_bufferoffset = 0;
10603 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10604 rsurface.batchtvector3f_vertexbuffer = NULL;
10605 rsurface.batchtvector3f_bufferoffset = 0;
10606 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10607 rsurface.batchnormal3f_vertexbuffer = NULL;
10608 rsurface.batchnormal3f_bufferoffset = 0;
10610 case Q3DEFORM_AUTOSPRITE2:
10611 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10612 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10613 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10614 VectorNormalize(newforward);
10615 VectorNormalize(newright);
10616 VectorNormalize(newup);
10618 const float *v1, *v2;
10628 memset(shortest, 0, sizeof(shortest));
10629 // a single autosprite surface can contain multiple sprites...
10630 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10632 VectorClear(center);
10633 for (i = 0;i < 4;i++)
10634 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10635 VectorScale(center, 0.25f, center);
10636 // find the two shortest edges, then use them to define the
10637 // axis vectors for rotating around the central axis
10638 for (i = 0;i < 6;i++)
10640 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10641 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10642 l = VectorDistance2(v1, v2);
10643 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10644 if (v1[2] != v2[2])
10645 l += (1.0f / 1024.0f);
10646 if (shortest[0].length2 > l || i == 0)
10648 shortest[1] = shortest[0];
10649 shortest[0].length2 = l;
10650 shortest[0].v1 = v1;
10651 shortest[0].v2 = v2;
10653 else if (shortest[1].length2 > l || i == 1)
10655 shortest[1].length2 = l;
10656 shortest[1].v1 = v1;
10657 shortest[1].v2 = v2;
10660 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10661 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10662 // this calculates the right vector from the shortest edge
10663 // and the up vector from the edge midpoints
10664 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10665 VectorNormalize(right);
10666 VectorSubtract(end, start, up);
10667 VectorNormalize(up);
10668 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10669 VectorSubtract(rsurface.localvieworigin, center, forward);
10670 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10671 VectorNegate(forward, forward);
10672 VectorReflect(forward, 0, up, forward);
10673 VectorNormalize(forward);
10674 CrossProduct(up, forward, newright);
10675 VectorNormalize(newright);
10676 // rotate the quad around the up axis vector, this is made
10677 // especially easy by the fact we know the quad is flat,
10678 // so we only have to subtract the center position and
10679 // measure distance along the right vector, and then
10680 // multiply that by the newright vector and add back the
10682 // we also need to subtract the old position to undo the
10683 // displacement from the center, which we do with a
10684 // DotProduct, the subtraction/addition of center is also
10685 // optimized into DotProducts here
10686 l = DotProduct(right, center);
10687 for (i = 0;i < 4;i++)
10689 v1 = rsurface.batchvertex3f + 3*(j+i);
10690 f = DotProduct(right, v1) - l;
10691 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10695 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10696 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10697 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10698 rsurface.batchvertex3f_vertexbuffer = NULL;
10699 rsurface.batchvertex3f_bufferoffset = 0;
10700 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10701 rsurface.batchsvector3f_vertexbuffer = NULL;
10702 rsurface.batchsvector3f_bufferoffset = 0;
10703 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10704 rsurface.batchtvector3f_vertexbuffer = NULL;
10705 rsurface.batchtvector3f_bufferoffset = 0;
10706 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10707 rsurface.batchnormal3f_vertexbuffer = NULL;
10708 rsurface.batchnormal3f_bufferoffset = 0;
10710 case Q3DEFORM_NORMAL:
10711 // deform the normals to make reflections wavey
10712 for (j = 0;j < rsurface.batchnumvertices;j++)
10715 float *normal = rsurface.array_batchnormal3f + 3*j;
10716 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10717 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10718 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10719 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10720 VectorNormalize(normal);
10722 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10723 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10724 rsurface.batchsvector3f_vertexbuffer = NULL;
10725 rsurface.batchsvector3f_bufferoffset = 0;
10726 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10727 rsurface.batchtvector3f_vertexbuffer = NULL;
10728 rsurface.batchtvector3f_bufferoffset = 0;
10729 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10730 rsurface.batchnormal3f_vertexbuffer = NULL;
10731 rsurface.batchnormal3f_bufferoffset = 0;
10733 case Q3DEFORM_WAVE:
10734 // deform vertex array to make wavey water and flags and such
10735 waveparms[0] = deform->waveparms[0];
10736 waveparms[1] = deform->waveparms[1];
10737 waveparms[2] = deform->waveparms[2];
10738 waveparms[3] = deform->waveparms[3];
10739 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10740 break; // if wavefunc is a nop, don't make a dynamic vertex array
10741 // this is how a divisor of vertex influence on deformation
10742 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10743 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10744 for (j = 0;j < rsurface.batchnumvertices;j++)
10746 // if the wavefunc depends on time, evaluate it per-vertex
10749 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10750 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10752 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10754 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10755 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10756 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10757 rsurface.batchvertex3f_vertexbuffer = NULL;
10758 rsurface.batchvertex3f_bufferoffset = 0;
10759 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10760 rsurface.batchsvector3f_vertexbuffer = NULL;
10761 rsurface.batchsvector3f_bufferoffset = 0;
10762 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10763 rsurface.batchtvector3f_vertexbuffer = NULL;
10764 rsurface.batchtvector3f_bufferoffset = 0;
10765 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10766 rsurface.batchnormal3f_vertexbuffer = NULL;
10767 rsurface.batchnormal3f_bufferoffset = 0;
10769 case Q3DEFORM_BULGE:
10770 // deform vertex array to make the surface have moving bulges
10771 for (j = 0;j < rsurface.batchnumvertices;j++)
10773 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10774 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10776 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10777 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10778 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10779 rsurface.batchvertex3f_vertexbuffer = NULL;
10780 rsurface.batchvertex3f_bufferoffset = 0;
10781 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10782 rsurface.batchsvector3f_vertexbuffer = NULL;
10783 rsurface.batchsvector3f_bufferoffset = 0;
10784 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10785 rsurface.batchtvector3f_vertexbuffer = NULL;
10786 rsurface.batchtvector3f_bufferoffset = 0;
10787 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10788 rsurface.batchnormal3f_vertexbuffer = NULL;
10789 rsurface.batchnormal3f_bufferoffset = 0;
10791 case Q3DEFORM_MOVE:
10792 // deform vertex array
10793 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10794 break; // if wavefunc is a nop, don't make a dynamic vertex array
10795 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10796 VectorScale(deform->parms, scale, waveparms);
10797 for (j = 0;j < rsurface.batchnumvertices;j++)
10798 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10799 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10800 rsurface.batchvertex3f_vertexbuffer = NULL;
10801 rsurface.batchvertex3f_bufferoffset = 0;
10806 // generate texcoords based on the chosen texcoord source
10807 switch(rsurface.texture->tcgen.tcgen)
10810 case Q3TCGEN_TEXTURE:
10812 case Q3TCGEN_LIGHTMAP:
10813 if (rsurface.batchtexcoordlightmap2f)
10814 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10815 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10816 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10817 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10819 case Q3TCGEN_VECTOR:
10820 for (j = 0;j < rsurface.batchnumvertices;j++)
10822 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10823 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10825 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10826 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10827 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10829 case Q3TCGEN_ENVIRONMENT:
10830 // make environment reflections using a spheremap
10831 for (j = 0;j < rsurface.batchnumvertices;j++)
10833 // identical to Q3A's method, but executed in worldspace so
10834 // carried models can be shiny too
10836 float viewer[3], d, reflected[3], worldreflected[3];
10838 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10839 // VectorNormalize(viewer);
10841 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10843 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10844 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10845 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10846 // note: this is proportinal to viewer, so we can normalize later
10848 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10849 VectorNormalize(worldreflected);
10851 // note: this sphere map only uses world x and z!
10852 // so positive and negative y will LOOK THE SAME.
10853 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10854 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10856 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10857 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10858 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10861 // the only tcmod that needs software vertex processing is turbulent, so
10862 // check for it here and apply the changes if needed
10863 // and we only support that as the first one
10864 // (handling a mixture of turbulent and other tcmods would be problematic
10865 // without punting it entirely to a software path)
10866 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10868 amplitude = rsurface.texture->tcmods[0].parms[1];
10869 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10870 for (j = 0;j < rsurface.batchnumvertices;j++)
10872 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10873 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10875 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10876 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10877 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10880 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10882 // convert the modified arrays to vertex structs
10883 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10884 rsurface.batchvertexmeshbuffer = NULL;
10885 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10886 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10887 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10888 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10889 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10890 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10891 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10893 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10895 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10896 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10899 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10900 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10901 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10902 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10903 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10904 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10905 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10906 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10907 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10910 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10912 // convert the modified arrays to vertex structs
10913 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10914 rsurface.batchvertexpositionbuffer = NULL;
10915 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10916 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10918 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10919 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10923 void RSurf_DrawBatch(void)
10925 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10928 static void RSurf_BindLightmapForBatch(void)
10930 switch(vid.renderpath)
10932 case RENDERPATH_CGGL:
10934 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10935 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10938 case RENDERPATH_GL20:
10939 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10940 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10942 case RENDERPATH_GL13:
10943 case RENDERPATH_GL11:
10944 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10949 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10951 // pick the closest matching water plane
10952 int planeindex, vertexindex, bestplaneindex = -1;
10956 r_waterstate_waterplane_t *p;
10958 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10960 if(p->camera_entity != rsurface.texture->camera_entity)
10963 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10964 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10966 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10967 d += fabs(PlaneDiff(vert, &p->plane));
10969 if (bestd > d || bestplaneindex < 0)
10972 bestplaneindex = planeindex;
10975 return bestplaneindex;
10978 static void RSurf_BindReflectionForBatch(int planeindex)
10980 // pick the closest matching water plane and bind textures
10981 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10982 switch(vid.renderpath)
10984 case RENDERPATH_CGGL:
10986 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10987 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10988 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10991 case RENDERPATH_GL20:
10992 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10993 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10994 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10996 case RENDERPATH_GL13:
10997 case RENDERPATH_GL11:
11002 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11005 for (i = 0;i < rsurface.batchnumvertices;i++)
11006 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11007 rsurface.passcolor4f = rsurface.array_passcolor4f;
11008 rsurface.passcolor4f_vertexbuffer = 0;
11009 rsurface.passcolor4f_bufferoffset = 0;
11012 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11019 if (rsurface.passcolor4f)
11021 // generate color arrays
11022 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11024 f = RSurf_FogVertex(v);
11033 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11035 f = RSurf_FogVertex(v);
11042 rsurface.passcolor4f = rsurface.array_passcolor4f;
11043 rsurface.passcolor4f_vertexbuffer = 0;
11044 rsurface.passcolor4f_bufferoffset = 0;
11047 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11054 if (!rsurface.passcolor4f)
11056 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11058 f = RSurf_FogVertex(v);
11059 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11060 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11061 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11064 rsurface.passcolor4f = rsurface.array_passcolor4f;
11065 rsurface.passcolor4f_vertexbuffer = 0;
11066 rsurface.passcolor4f_bufferoffset = 0;
11069 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11074 if (!rsurface.passcolor4f)
11076 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11083 rsurface.passcolor4f = rsurface.array_passcolor4f;
11084 rsurface.passcolor4f_vertexbuffer = 0;
11085 rsurface.passcolor4f_bufferoffset = 0;
11088 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11093 if (!rsurface.passcolor4f)
11095 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11097 c2[0] = c[0] + r_refdef.scene.ambient;
11098 c2[1] = c[1] + r_refdef.scene.ambient;
11099 c2[2] = c[2] + r_refdef.scene.ambient;
11102 rsurface.passcolor4f = rsurface.array_passcolor4f;
11103 rsurface.passcolor4f_vertexbuffer = 0;
11104 rsurface.passcolor4f_bufferoffset = 0;
11107 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11110 rsurface.passcolor4f = NULL;
11111 rsurface.passcolor4f_vertexbuffer = 0;
11112 rsurface.passcolor4f_bufferoffset = 0;
11113 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11114 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11115 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11116 GL_Color(r, g, b, a);
11117 RSurf_BindLightmapForBatch();
11121 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11123 // TODO: optimize applyfog && applycolor case
11124 // just apply fog if necessary, and tint the fog color array if necessary
11125 rsurface.passcolor4f = NULL;
11126 rsurface.passcolor4f_vertexbuffer = 0;
11127 rsurface.passcolor4f_bufferoffset = 0;
11128 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11129 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11130 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11131 GL_Color(r, g, b, a);
11135 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11138 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11139 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11140 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11141 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11142 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11143 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11144 GL_Color(r, g, b, a);
11148 static void RSurf_DrawBatch_GL11_ClampColor(void)
11153 if (!rsurface.passcolor4f)
11155 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11157 c2[0] = bound(0.0f, c1[0], 1.0f);
11158 c2[1] = bound(0.0f, c1[1], 1.0f);
11159 c2[2] = bound(0.0f, c1[2], 1.0f);
11160 c2[3] = bound(0.0f, c1[3], 1.0f);
11164 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11172 vec3_t ambientcolor;
11173 vec3_t diffusecolor;
11177 VectorCopy(rsurface.modellight_lightdir, lightdir);
11178 f = 0.5f * r_refdef.lightmapintensity;
11179 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11180 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11181 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11182 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11183 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11184 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11186 if (VectorLength2(diffusecolor) > 0)
11188 // q3-style directional shading
11189 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11191 if ((f = DotProduct(n, lightdir)) > 0)
11192 VectorMA(ambientcolor, f, diffusecolor, c);
11194 VectorCopy(ambientcolor, c);
11201 rsurface.passcolor4f = rsurface.array_passcolor4f;
11202 rsurface.passcolor4f_vertexbuffer = 0;
11203 rsurface.passcolor4f_bufferoffset = 0;
11204 *applycolor = false;
11208 *r = ambientcolor[0];
11209 *g = ambientcolor[1];
11210 *b = ambientcolor[2];
11211 rsurface.passcolor4f = NULL;
11212 rsurface.passcolor4f_vertexbuffer = 0;
11213 rsurface.passcolor4f_bufferoffset = 0;
11217 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11219 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11220 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11221 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11222 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11223 GL_Color(r, g, b, a);
11227 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11233 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11235 f = 1 - RSurf_FogVertex(v);
11243 void RSurf_SetupDepthAndCulling(void)
11245 // submodels are biased to avoid z-fighting with world surfaces that they
11246 // may be exactly overlapping (avoids z-fighting artifacts on certain
11247 // doors and things in Quake maps)
11248 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11249 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11250 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11251 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11254 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11256 // transparent sky would be ridiculous
11257 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11259 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11260 skyrenderlater = true;
11261 RSurf_SetupDepthAndCulling();
11262 GL_DepthMask(true);
11263 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11264 // skymasking on them, and Quake3 never did sky masking (unlike
11265 // software Quake and software Quake2), so disable the sky masking
11266 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11267 // and skymasking also looks very bad when noclipping outside the
11268 // level, so don't use it then either.
11269 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11271 R_Mesh_ResetTextureState();
11272 if (skyrendermasked)
11274 R_SetupShader_DepthOrShadow();
11275 // depth-only (masking)
11276 GL_ColorMask(0,0,0,0);
11277 // just to make sure that braindead drivers don't draw
11278 // anything despite that colormask...
11279 GL_BlendFunc(GL_ZERO, GL_ONE);
11280 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11281 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11285 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11287 GL_BlendFunc(GL_ONE, GL_ZERO);
11288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11289 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11290 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11293 if (skyrendermasked)
11294 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11296 R_Mesh_ResetTextureState();
11297 GL_Color(1, 1, 1, 1);
11300 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11301 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11302 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11304 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11308 // render screenspace normalmap to texture
11309 GL_DepthMask(true);
11310 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11315 // bind lightmap texture
11317 // water/refraction/reflection/camera surfaces have to be handled specially
11318 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11320 int start, end, startplaneindex;
11321 for (start = 0;start < texturenumsurfaces;start = end)
11323 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11324 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11326 // now that we have a batch using the same planeindex, render it
11327 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11329 // render water or distortion background
11330 GL_DepthMask(true);
11331 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11332 RSurf_BindReflectionForBatch(startplaneindex);
11333 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11334 RSurf_BindLightmapForBatch();
11336 // blend surface on top
11337 GL_DepthMask(false);
11338 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11341 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11343 // render surface with reflection texture as input
11344 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11345 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11346 RSurf_BindReflectionForBatch(startplaneindex);
11347 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11348 RSurf_BindLightmapForBatch();
11355 // render surface batch normally
11356 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11357 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11358 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11359 RSurf_BindLightmapForBatch();
11363 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11365 // OpenGL 1.3 path - anything not completely ancient
11366 qboolean applycolor;
11369 const texturelayer_t *layer;
11370 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11371 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11373 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11376 int layertexrgbscale;
11377 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11379 if (layerindex == 0)
11380 GL_AlphaTest(true);
11383 GL_AlphaTest(false);
11384 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11387 GL_DepthMask(layer->depthmask && writedepth);
11388 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11389 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11391 layertexrgbscale = 4;
11392 VectorScale(layer->color, 0.25f, layercolor);
11394 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11396 layertexrgbscale = 2;
11397 VectorScale(layer->color, 0.5f, layercolor);
11401 layertexrgbscale = 1;
11402 VectorScale(layer->color, 1.0f, layercolor);
11404 layercolor[3] = layer->color[3];
11405 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11406 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11407 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11408 switch (layer->type)
11410 case TEXTURELAYERTYPE_LITTEXTURE:
11411 // single-pass lightmapped texture with 2x rgbscale
11412 R_Mesh_TexBind(0, r_texture_white);
11413 R_Mesh_TexMatrix(0, NULL);
11414 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11415 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11416 R_Mesh_TexBind(1, layer->texture);
11417 R_Mesh_TexMatrix(1, &layer->texmatrix);
11418 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11419 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11421 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11422 else if (rsurface.uselightmaptexture)
11423 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11425 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11427 case TEXTURELAYERTYPE_TEXTURE:
11428 // singletexture unlit texture with transparency support
11429 R_Mesh_TexBind(0, layer->texture);
11430 R_Mesh_TexMatrix(0, &layer->texmatrix);
11431 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11432 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11433 R_Mesh_TexBind(1, 0);
11434 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11435 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11437 case TEXTURELAYERTYPE_FOG:
11438 // singletexture fogging
11439 if (layer->texture)
11441 R_Mesh_TexBind(0, layer->texture);
11442 R_Mesh_TexMatrix(0, &layer->texmatrix);
11443 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11444 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11448 R_Mesh_TexBind(0, 0);
11449 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11451 R_Mesh_TexBind(1, 0);
11452 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11453 // generate a color array for the fog pass
11454 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11455 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11459 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11463 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11465 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11466 GL_AlphaTest(false);
11470 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11472 // OpenGL 1.1 - crusty old voodoo path
11475 const texturelayer_t *layer;
11476 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11477 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11479 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11481 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11483 if (layerindex == 0)
11484 GL_AlphaTest(true);
11487 GL_AlphaTest(false);
11488 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11491 GL_DepthMask(layer->depthmask && writedepth);
11492 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11493 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11494 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11495 switch (layer->type)
11497 case TEXTURELAYERTYPE_LITTEXTURE:
11498 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11500 // two-pass lit texture with 2x rgbscale
11501 // first the lightmap pass
11502 R_Mesh_TexBind(0, r_texture_white);
11503 R_Mesh_TexMatrix(0, NULL);
11504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11505 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11506 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11507 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11508 else if (rsurface.uselightmaptexture)
11509 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11511 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11512 // then apply the texture to it
11513 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11514 R_Mesh_TexBind(0, layer->texture);
11515 R_Mesh_TexMatrix(0, &layer->texmatrix);
11516 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11517 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11518 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11522 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11523 R_Mesh_TexBind(0, layer->texture);
11524 R_Mesh_TexMatrix(0, &layer->texmatrix);
11525 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11526 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11528 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11530 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11533 case TEXTURELAYERTYPE_TEXTURE:
11534 // singletexture unlit texture with transparency support
11535 R_Mesh_TexBind(0, layer->texture);
11536 R_Mesh_TexMatrix(0, &layer->texmatrix);
11537 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11538 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11539 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11541 case TEXTURELAYERTYPE_FOG:
11542 // singletexture fogging
11543 if (layer->texture)
11545 R_Mesh_TexBind(0, layer->texture);
11546 R_Mesh_TexMatrix(0, &layer->texmatrix);
11547 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11548 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11552 R_Mesh_TexBind(0, 0);
11553 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11555 // generate a color array for the fog pass
11556 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11557 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11561 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11565 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11567 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11568 GL_AlphaTest(false);
11572 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11576 r_vertexgeneric_t *batchvertex;
11579 GL_AlphaTest(false);
11580 R_Mesh_ResetTextureState();
11581 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11583 if(rsurface.texture && rsurface.texture->currentskinframe)
11585 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11586 c[3] *= rsurface.texture->currentalpha;
11596 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11598 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11599 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11600 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11603 // brighten it up (as texture value 127 means "unlit")
11604 c[0] *= 2 * r_refdef.view.colorscale;
11605 c[1] *= 2 * r_refdef.view.colorscale;
11606 c[2] *= 2 * r_refdef.view.colorscale;
11608 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11609 c[3] *= r_wateralpha.value;
11611 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11613 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11614 GL_DepthMask(false);
11616 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11618 GL_BlendFunc(GL_ONE, GL_ONE);
11619 GL_DepthMask(false);
11621 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11623 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11624 GL_DepthMask(false);
11626 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11628 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11629 GL_DepthMask(false);
11633 GL_BlendFunc(GL_ONE, GL_ZERO);
11634 GL_DepthMask(writedepth);
11637 if (r_showsurfaces.integer == 3)
11639 rsurface.passcolor4f = NULL;
11641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11643 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11645 rsurface.passcolor4f = NULL;
11646 rsurface.passcolor4f_vertexbuffer = 0;
11647 rsurface.passcolor4f_bufferoffset = 0;
11649 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11651 qboolean applycolor = true;
11654 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11656 r_refdef.lightmapintensity = 1;
11657 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11658 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11662 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11664 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11665 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11666 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11669 if(!rsurface.passcolor4f)
11670 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11672 RSurf_DrawBatch_GL11_ApplyAmbient();
11673 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11674 if(r_refdef.fogenabled)
11675 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11676 RSurf_DrawBatch_GL11_ClampColor();
11678 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11679 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11682 else if (!r_refdef.view.showdebug)
11684 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11685 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11686 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11688 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11689 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11691 R_Mesh_PrepareVertices_Generic_Unlock();
11694 else if (r_showsurfaces.integer == 4)
11696 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11697 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11698 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11700 unsigned char c = vi << 3;
11701 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11702 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11704 R_Mesh_PrepareVertices_Generic_Unlock();
11707 else if (r_showsurfaces.integer == 2)
11710 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11711 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11712 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11714 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11715 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11716 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11717 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11718 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11719 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11720 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11722 R_Mesh_PrepareVertices_Generic_Unlock();
11723 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11727 int texturesurfaceindex;
11729 const msurface_t *surface;
11730 unsigned char surfacecolor4ub[4];
11731 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11732 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11734 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11736 surface = texturesurfacelist[texturesurfaceindex];
11737 k = (int)(((size_t)surface) / sizeof(msurface_t));
11738 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11739 for (j = 0;j < surface->num_vertices;j++)
11741 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11742 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11746 R_Mesh_PrepareVertices_Generic_Unlock();
11751 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11754 RSurf_SetupDepthAndCulling();
11755 if (r_showsurfaces.integer)
11757 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11760 switch (vid.renderpath)
11762 case RENDERPATH_GL20:
11763 case RENDERPATH_CGGL:
11764 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11766 case RENDERPATH_GL13:
11767 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11769 case RENDERPATH_GL11:
11770 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11776 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11779 RSurf_SetupDepthAndCulling();
11780 if (r_showsurfaces.integer)
11782 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11785 switch (vid.renderpath)
11787 case RENDERPATH_GL20:
11788 case RENDERPATH_CGGL:
11789 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11791 case RENDERPATH_GL13:
11792 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11794 case RENDERPATH_GL11:
11795 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11801 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11804 int texturenumsurfaces, endsurface;
11805 texture_t *texture;
11806 const msurface_t *surface;
11807 #define MAXBATCH_TRANSPARENTSURFACES 256
11808 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11810 // if the model is static it doesn't matter what value we give for
11811 // wantnormals and wanttangents, so this logic uses only rules applicable
11812 // to a model, knowing that they are meaningless otherwise
11813 if (ent == r_refdef.scene.worldentity)
11814 RSurf_ActiveWorldEntity();
11815 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11816 RSurf_ActiveModelEntity(ent, false, false, false);
11819 switch (vid.renderpath)
11821 case RENDERPATH_GL20:
11822 case RENDERPATH_CGGL:
11823 RSurf_ActiveModelEntity(ent, true, true, false);
11825 case RENDERPATH_GL13:
11826 case RENDERPATH_GL11:
11827 RSurf_ActiveModelEntity(ent, true, false, false);
11832 if (r_transparentdepthmasking.integer)
11834 qboolean setup = false;
11835 for (i = 0;i < numsurfaces;i = j)
11838 surface = rsurface.modelsurfaces + surfacelist[i];
11839 texture = surface->texture;
11840 rsurface.texture = R_GetCurrentTexture(texture);
11841 rsurface.lightmaptexture = NULL;
11842 rsurface.deluxemaptexture = NULL;
11843 rsurface.uselightmaptexture = false;
11844 // scan ahead until we find a different texture
11845 endsurface = min(i + 1024, numsurfaces);
11846 texturenumsurfaces = 0;
11847 texturesurfacelist[texturenumsurfaces++] = surface;
11848 for (;j < endsurface;j++)
11850 surface = rsurface.modelsurfaces + surfacelist[j];
11851 if (texture != surface->texture)
11853 texturesurfacelist[texturenumsurfaces++] = surface;
11855 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11857 // render the range of surfaces as depth
11861 GL_ColorMask(0,0,0,0);
11863 GL_DepthTest(true);
11864 GL_BlendFunc(GL_ONE, GL_ZERO);
11865 GL_DepthMask(true);
11866 GL_AlphaTest(false);
11867 R_Mesh_ResetTextureState();
11868 R_SetupShader_DepthOrShadow();
11870 RSurf_SetupDepthAndCulling();
11871 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11872 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11876 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11879 for (i = 0;i < numsurfaces;i = j)
11882 surface = rsurface.modelsurfaces + surfacelist[i];
11883 texture = surface->texture;
11884 rsurface.texture = R_GetCurrentTexture(texture);
11885 rsurface.lightmaptexture = surface->lightmaptexture;
11886 rsurface.deluxemaptexture = surface->deluxemaptexture;
11887 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11888 // scan ahead until we find a different texture
11889 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11890 texturenumsurfaces = 0;
11891 texturesurfacelist[texturenumsurfaces++] = surface;
11892 for (;j < endsurface;j++)
11894 surface = rsurface.modelsurfaces + surfacelist[j];
11895 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11897 texturesurfacelist[texturenumsurfaces++] = surface;
11899 // render the range of surfaces
11900 if (ent == r_refdef.scene.worldentity)
11901 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11903 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11905 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11906 GL_AlphaTest(false);
11909 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11911 // transparent surfaces get pushed off into the transparent queue
11912 int surfacelistindex;
11913 const msurface_t *surface;
11914 vec3_t tempcenter, center;
11915 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11917 surface = texturesurfacelist[surfacelistindex];
11918 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11919 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11920 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11921 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11922 if (queueentity->transparent_offset) // transparent offset
11924 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11925 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11926 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11928 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11932 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11934 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11936 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11938 RSurf_SetupDepthAndCulling();
11939 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11940 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11944 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11946 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11949 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11952 if (!rsurface.texture->currentnumlayers)
11954 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11955 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11957 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11959 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11960 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11961 else if (!rsurface.texture->currentnumlayers)
11963 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11965 // in the deferred case, transparent surfaces were queued during prepass
11966 if (!r_shadow_usingdeferredprepass)
11967 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11971 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11972 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11977 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11980 texture_t *texture;
11981 // break the surface list down into batches by texture and use of lightmapping
11982 for (i = 0;i < numsurfaces;i = j)
11985 // texture is the base texture pointer, rsurface.texture is the
11986 // current frame/skin the texture is directing us to use (for example
11987 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11988 // use skin 1 instead)
11989 texture = surfacelist[i]->texture;
11990 rsurface.texture = R_GetCurrentTexture(texture);
11991 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11992 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11993 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11994 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11996 // if this texture is not the kind we want, skip ahead to the next one
11997 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12001 // simply scan ahead until we find a different texture or lightmap state
12002 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12004 // render the range of surfaces
12005 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12009 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12013 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12016 if (!rsurface.texture->currentnumlayers)
12018 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12019 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12021 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12023 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12024 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12025 else if (!rsurface.texture->currentnumlayers)
12027 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12029 // in the deferred case, transparent surfaces were queued during prepass
12030 if (!r_shadow_usingdeferredprepass)
12031 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12035 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12036 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12041 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12044 texture_t *texture;
12045 // break the surface list down into batches by texture and use of lightmapping
12046 for (i = 0;i < numsurfaces;i = j)
12049 // texture is the base texture pointer, rsurface.texture is the
12050 // current frame/skin the texture is directing us to use (for example
12051 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12052 // use skin 1 instead)
12053 texture = surfacelist[i]->texture;
12054 rsurface.texture = R_GetCurrentTexture(texture);
12055 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12056 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12057 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12058 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12060 // if this texture is not the kind we want, skip ahead to the next one
12061 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12065 // simply scan ahead until we find a different texture or lightmap state
12066 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12068 // render the range of surfaces
12069 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12073 float locboxvertex3f[6*4*3] =
12075 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12076 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12077 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12078 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12079 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12080 1,0,0, 0,0,0, 0,1,0, 1,1,0
12083 unsigned short locboxelements[6*2*3] =
12088 12,13,14, 12,14,15,
12089 16,17,18, 16,18,19,
12093 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12096 cl_locnode_t *loc = (cl_locnode_t *)ent;
12098 float vertex3f[6*4*3];
12100 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12101 GL_DepthMask(false);
12102 GL_DepthRange(0, 1);
12103 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12104 GL_DepthTest(true);
12105 GL_CullFace(GL_NONE);
12106 R_EntityMatrix(&identitymatrix);
12108 R_Mesh_ResetTextureState();
12110 i = surfacelist[0];
12111 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12112 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12113 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12114 surfacelist[0] < 0 ? 0.5f : 0.125f);
12116 if (VectorCompare(loc->mins, loc->maxs))
12118 VectorSet(size, 2, 2, 2);
12119 VectorMA(loc->mins, -0.5f, size, mins);
12123 VectorCopy(loc->mins, mins);
12124 VectorSubtract(loc->maxs, loc->mins, size);
12127 for (i = 0;i < 6*4*3;)
12128 for (j = 0;j < 3;j++, i++)
12129 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12131 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12132 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12133 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12136 void R_DrawLocs(void)
12139 cl_locnode_t *loc, *nearestloc;
12141 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12142 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12144 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12145 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12149 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12151 if (decalsystem->decals)
12152 Mem_Free(decalsystem->decals);
12153 memset(decalsystem, 0, sizeof(*decalsystem));
12156 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)
12159 tridecal_t *decals;
12162 // expand or initialize the system
12163 if (decalsystem->maxdecals <= decalsystem->numdecals)
12165 decalsystem_t old = *decalsystem;
12166 qboolean useshortelements;
12167 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12168 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12169 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12170 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12171 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12172 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12173 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12174 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12175 if (decalsystem->numdecals)
12176 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12178 Mem_Free(old.decals);
12179 for (i = 0;i < decalsystem->maxdecals*3;i++)
12180 decalsystem->element3i[i] = i;
12181 if (useshortelements)
12182 for (i = 0;i < decalsystem->maxdecals*3;i++)
12183 decalsystem->element3s[i] = i;
12186 // grab a decal and search for another free slot for the next one
12187 decals = decalsystem->decals;
12188 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12189 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12191 decalsystem->freedecal = i;
12192 if (decalsystem->numdecals <= i)
12193 decalsystem->numdecals = i + 1;
12195 // initialize the decal
12197 decal->triangleindex = triangleindex;
12198 decal->surfaceindex = surfaceindex;
12199 decal->decalsequence = decalsequence;
12200 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12201 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12202 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12203 decal->color4ub[0][3] = 255;
12204 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12205 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12206 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12207 decal->color4ub[1][3] = 255;
12208 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12209 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12210 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12211 decal->color4ub[2][3] = 255;
12212 decal->vertex3f[0][0] = v0[0];
12213 decal->vertex3f[0][1] = v0[1];
12214 decal->vertex3f[0][2] = v0[2];
12215 decal->vertex3f[1][0] = v1[0];
12216 decal->vertex3f[1][1] = v1[1];
12217 decal->vertex3f[1][2] = v1[2];
12218 decal->vertex3f[2][0] = v2[0];
12219 decal->vertex3f[2][1] = v2[1];
12220 decal->vertex3f[2][2] = v2[2];
12221 decal->texcoord2f[0][0] = t0[0];
12222 decal->texcoord2f[0][1] = t0[1];
12223 decal->texcoord2f[1][0] = t1[0];
12224 decal->texcoord2f[1][1] = t1[1];
12225 decal->texcoord2f[2][0] = t2[0];
12226 decal->texcoord2f[2][1] = t2[1];
12229 extern cvar_t cl_decals_bias;
12230 extern cvar_t cl_decals_models;
12231 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12232 // baseparms, parms, temps
12233 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
12238 const float *vertex3f;
12240 float points[2][9][3];
12247 e = rsurface.modelelement3i + 3*triangleindex;
12249 vertex3f = rsurface.modelvertex3f;
12251 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12253 index = 3*e[cornerindex];
12254 VectorCopy(vertex3f + index, v[cornerindex]);
12257 //TriangleNormal(v[0], v[1], v[2], normal);
12258 //if (DotProduct(normal, localnormal) < 0.0f)
12260 // clip by each of the box planes formed from the projection matrix
12261 // if anything survives, we emit the decal
12262 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]);
12265 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]);
12268 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]);
12271 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]);
12274 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]);
12277 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]);
12280 // some part of the triangle survived, so we have to accept it...
12283 // dynamic always uses the original triangle
12285 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12287 index = 3*e[cornerindex];
12288 VectorCopy(vertex3f + index, v[cornerindex]);
12291 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12293 // convert vertex positions to texcoords
12294 Matrix4x4_Transform(projection, v[cornerindex], temp);
12295 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12296 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12297 // calculate distance fade from the projection origin
12298 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12299 f = bound(0.0f, f, 1.0f);
12300 c[cornerindex][0] = r * f;
12301 c[cornerindex][1] = g * f;
12302 c[cornerindex][2] = b * f;
12303 c[cornerindex][3] = 1.0f;
12304 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12307 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12309 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12310 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);
12312 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)
12314 matrix4x4_t projection;
12315 decalsystem_t *decalsystem;
12318 const msurface_t *surface;
12319 const msurface_t *surfaces;
12320 const int *surfacelist;
12321 const texture_t *texture;
12323 int numsurfacelist;
12324 int surfacelistindex;
12327 float localorigin[3];
12328 float localnormal[3];
12329 float localmins[3];
12330 float localmaxs[3];
12333 float planes[6][4];
12336 int bih_triangles_count;
12337 int bih_triangles[256];
12338 int bih_surfaces[256];
12340 decalsystem = &ent->decalsystem;
12341 model = ent->model;
12342 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12344 R_DecalSystem_Reset(&ent->decalsystem);
12348 if (!model->brush.data_nodes && !cl_decals_models.integer)
12350 if (decalsystem->model)
12351 R_DecalSystem_Reset(decalsystem);
12355 if (decalsystem->model != model)
12356 R_DecalSystem_Reset(decalsystem);
12357 decalsystem->model = model;
12359 RSurf_ActiveModelEntity(ent, false, false, false);
12361 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12362 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12363 VectorNormalize(localnormal);
12364 localsize = worldsize*rsurface.inversematrixscale;
12365 localmins[0] = localorigin[0] - localsize;
12366 localmins[1] = localorigin[1] - localsize;
12367 localmins[2] = localorigin[2] - localsize;
12368 localmaxs[0] = localorigin[0] + localsize;
12369 localmaxs[1] = localorigin[1] + localsize;
12370 localmaxs[2] = localorigin[2] + localsize;
12372 //VectorCopy(localnormal, planes[4]);
12373 //VectorVectors(planes[4], planes[2], planes[0]);
12374 AnglesFromVectors(angles, localnormal, NULL, false);
12375 AngleVectors(angles, planes[0], planes[2], planes[4]);
12376 VectorNegate(planes[0], planes[1]);
12377 VectorNegate(planes[2], planes[3]);
12378 VectorNegate(planes[4], planes[5]);
12379 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12380 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12381 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12382 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12383 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12384 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12389 matrix4x4_t forwardprojection;
12390 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12391 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12396 float projectionvector[4][3];
12397 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12398 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12399 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12400 projectionvector[0][0] = planes[0][0] * ilocalsize;
12401 projectionvector[0][1] = planes[1][0] * ilocalsize;
12402 projectionvector[0][2] = planes[2][0] * ilocalsize;
12403 projectionvector[1][0] = planes[0][1] * ilocalsize;
12404 projectionvector[1][1] = planes[1][1] * ilocalsize;
12405 projectionvector[1][2] = planes[2][1] * ilocalsize;
12406 projectionvector[2][0] = planes[0][2] * ilocalsize;
12407 projectionvector[2][1] = planes[1][2] * ilocalsize;
12408 projectionvector[2][2] = planes[2][2] * ilocalsize;
12409 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12410 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12411 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12412 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12416 dynamic = model->surfmesh.isanimated;
12417 numsurfacelist = model->nummodelsurfaces;
12418 surfacelist = model->sortedmodelsurfaces;
12419 surfaces = model->data_surfaces;
12422 bih_triangles_count = -1;
12425 if(model->render_bih.numleafs)
12426 bih = &model->render_bih;
12427 else if(model->collision_bih.numleafs)
12428 bih = &model->collision_bih;
12431 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12432 if(bih_triangles_count == 0)
12434 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12436 if(bih_triangles_count > 0)
12438 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12440 surfaceindex = bih_surfaces[triangleindex];
12441 surface = surfaces + surfaceindex;
12442 texture = surface->texture;
12443 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12445 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12447 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12452 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12454 surfaceindex = surfacelist[surfacelistindex];
12455 surface = surfaces + surfaceindex;
12456 // check cull box first because it rejects more than any other check
12457 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12459 // skip transparent surfaces
12460 texture = surface->texture;
12461 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12463 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12465 numtriangles = surface->num_triangles;
12466 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12467 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12472 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12473 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)
12475 int renderentityindex;
12476 float worldmins[3];
12477 float worldmaxs[3];
12478 entity_render_t *ent;
12480 if (!cl_decals_newsystem.integer)
12483 worldmins[0] = worldorigin[0] - worldsize;
12484 worldmins[1] = worldorigin[1] - worldsize;
12485 worldmins[2] = worldorigin[2] - worldsize;
12486 worldmaxs[0] = worldorigin[0] + worldsize;
12487 worldmaxs[1] = worldorigin[1] + worldsize;
12488 worldmaxs[2] = worldorigin[2] + worldsize;
12490 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12492 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12494 ent = r_refdef.scene.entities[renderentityindex];
12495 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12498 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12502 typedef struct r_decalsystem_splatqueue_s
12504 vec3_t worldorigin;
12505 vec3_t worldnormal;
12511 r_decalsystem_splatqueue_t;
12513 int r_decalsystem_numqueued = 0;
12514 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12516 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)
12518 r_decalsystem_splatqueue_t *queue;
12520 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12523 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12524 VectorCopy(worldorigin, queue->worldorigin);
12525 VectorCopy(worldnormal, queue->worldnormal);
12526 Vector4Set(queue->color, r, g, b, a);
12527 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12528 queue->worldsize = worldsize;
12529 queue->decalsequence = cl.decalsequence++;
12532 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12535 r_decalsystem_splatqueue_t *queue;
12537 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12538 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);
12539 r_decalsystem_numqueued = 0;
12542 extern cvar_t cl_decals_max;
12543 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12546 decalsystem_t *decalsystem = &ent->decalsystem;
12553 if (!decalsystem->numdecals)
12556 if (r_showsurfaces.integer)
12559 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12561 R_DecalSystem_Reset(decalsystem);
12565 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12566 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12568 if (decalsystem->lastupdatetime)
12569 frametime = (cl.time - decalsystem->lastupdatetime);
12572 decalsystem->lastupdatetime = cl.time;
12573 decal = decalsystem->decals;
12574 numdecals = decalsystem->numdecals;
12576 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12578 if (decal->color4ub[0][3])
12580 decal->lived += frametime;
12581 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12583 memset(decal, 0, sizeof(*decal));
12584 if (decalsystem->freedecal > i)
12585 decalsystem->freedecal = i;
12589 decal = decalsystem->decals;
12590 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12593 // collapse the array by shuffling the tail decals into the gaps
12596 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12597 decalsystem->freedecal++;
12598 if (decalsystem->freedecal == numdecals)
12600 decal[decalsystem->freedecal] = decal[--numdecals];
12603 decalsystem->numdecals = numdecals;
12605 if (numdecals <= 0)
12607 // if there are no decals left, reset decalsystem
12608 R_DecalSystem_Reset(decalsystem);
12612 extern skinframe_t *decalskinframe;
12613 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12616 decalsystem_t *decalsystem = &ent->decalsystem;
12625 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12628 numdecals = decalsystem->numdecals;
12632 if (r_showsurfaces.integer)
12635 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12637 R_DecalSystem_Reset(decalsystem);
12641 // if the model is static it doesn't matter what value we give for
12642 // wantnormals and wanttangents, so this logic uses only rules applicable
12643 // to a model, knowing that they are meaningless otherwise
12644 if (ent == r_refdef.scene.worldentity)
12645 RSurf_ActiveWorldEntity();
12647 RSurf_ActiveModelEntity(ent, false, false, false);
12649 decalsystem->lastupdatetime = cl.time;
12650 decal = decalsystem->decals;
12652 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12654 // update vertex positions for animated models
12655 v3f = decalsystem->vertex3f;
12656 c4f = decalsystem->color4f;
12657 t2f = decalsystem->texcoord2f;
12658 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12660 if (!decal->color4ub[0][3])
12663 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12666 // update color values for fading decals
12667 if (decal->lived >= cl_decals_time.value)
12669 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12670 alpha *= (1.0f/255.0f);
12673 alpha = 1.0f/255.0f;
12675 c4f[ 0] = decal->color4ub[0][0] * alpha;
12676 c4f[ 1] = decal->color4ub[0][1] * alpha;
12677 c4f[ 2] = decal->color4ub[0][2] * alpha;
12679 c4f[ 4] = decal->color4ub[1][0] * alpha;
12680 c4f[ 5] = decal->color4ub[1][1] * alpha;
12681 c4f[ 6] = decal->color4ub[1][2] * alpha;
12683 c4f[ 8] = decal->color4ub[2][0] * alpha;
12684 c4f[ 9] = decal->color4ub[2][1] * alpha;
12685 c4f[10] = decal->color4ub[2][2] * alpha;
12688 t2f[0] = decal->texcoord2f[0][0];
12689 t2f[1] = decal->texcoord2f[0][1];
12690 t2f[2] = decal->texcoord2f[1][0];
12691 t2f[3] = decal->texcoord2f[1][1];
12692 t2f[4] = decal->texcoord2f[2][0];
12693 t2f[5] = decal->texcoord2f[2][1];
12695 // update vertex positions for animated models
12696 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12698 e = rsurface.modelelement3i + 3*decal->triangleindex;
12699 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12700 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12701 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12705 VectorCopy(decal->vertex3f[0], v3f);
12706 VectorCopy(decal->vertex3f[1], v3f + 3);
12707 VectorCopy(decal->vertex3f[2], v3f + 6);
12710 if (r_refdef.fogenabled)
12712 alpha = RSurf_FogVertex(v3f);
12713 VectorScale(c4f, alpha, c4f);
12714 alpha = RSurf_FogVertex(v3f + 3);
12715 VectorScale(c4f + 4, alpha, c4f + 4);
12716 alpha = RSurf_FogVertex(v3f + 6);
12717 VectorScale(c4f + 8, alpha, c4f + 8);
12728 r_refdef.stats.drawndecals += numtris;
12730 // now render the decals all at once
12731 // (this assumes they all use one particle font texture!)
12732 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);
12733 R_Mesh_ResetTextureState();
12734 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12735 GL_DepthMask(false);
12736 GL_DepthRange(0, 1);
12737 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12738 GL_DepthTest(true);
12739 GL_CullFace(GL_NONE);
12740 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12741 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12742 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12746 static void R_DrawModelDecals(void)
12750 // fade faster when there are too many decals
12751 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12752 for (i = 0;i < r_refdef.scene.numentities;i++)
12753 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12755 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12756 for (i = 0;i < r_refdef.scene.numentities;i++)
12757 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12758 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12760 R_DecalSystem_ApplySplatEntitiesQueue();
12762 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12763 for (i = 0;i < r_refdef.scene.numentities;i++)
12764 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12766 r_refdef.stats.totaldecals += numdecals;
12768 if (r_showsurfaces.integer)
12771 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12773 for (i = 0;i < r_refdef.scene.numentities;i++)
12775 if (!r_refdef.viewcache.entityvisible[i])
12777 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12778 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12782 extern cvar_t mod_collision_bih;
12783 void R_DrawDebugModel(void)
12785 entity_render_t *ent = rsurface.entity;
12786 int i, j, k, l, flagsmask;
12787 const msurface_t *surface;
12788 dp_model_t *model = ent->model;
12791 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12793 R_Mesh_ResetTextureState();
12794 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12795 GL_DepthRange(0, 1);
12796 GL_DepthTest(!r_showdisabledepthtest.integer);
12797 GL_DepthMask(false);
12798 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12800 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12804 qboolean cullbox = ent == r_refdef.scene.worldentity;
12805 const q3mbrush_t *brush;
12806 const bih_t *bih = &model->collision_bih;
12807 const bih_leaf_t *bihleaf;
12808 float vertex3f[3][3];
12809 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12811 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12813 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12815 switch (bihleaf->type)
12818 brush = model->brush.data_brushes + bihleaf->itemindex;
12819 if (brush->colbrushf && brush->colbrushf->numtriangles)
12821 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);
12822 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12823 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12826 case BIH_COLLISIONTRIANGLE:
12827 triangleindex = bihleaf->itemindex;
12828 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12829 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12830 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12831 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);
12832 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12833 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12835 case BIH_RENDERTRIANGLE:
12836 triangleindex = bihleaf->itemindex;
12837 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12838 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12839 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12840 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);
12841 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12842 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12848 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12850 if (r_showtris.integer || r_shownormals.integer)
12852 if (r_showdisabledepthtest.integer)
12854 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12855 GL_DepthMask(false);
12859 GL_BlendFunc(GL_ONE, GL_ZERO);
12860 GL_DepthMask(true);
12862 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12864 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12866 rsurface.texture = R_GetCurrentTexture(surface->texture);
12867 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12870 if (r_showtris.value > 0)
12872 if (!rsurface.texture->currentlayers->depthmask)
12873 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12874 else if (ent == r_refdef.scene.worldentity)
12875 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12877 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12878 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12879 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12881 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12884 if (r_shownormals.value < 0)
12886 qglBegin(GL_LINES);
12887 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12889 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12890 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12891 qglVertex3f(v[0], v[1], v[2]);
12892 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12893 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12894 qglVertex3f(v[0], v[1], v[2]);
12899 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12901 qglBegin(GL_LINES);
12902 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12904 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12905 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12906 qglVertex3f(v[0], v[1], v[2]);
12907 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12908 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12909 qglVertex3f(v[0], v[1], v[2]);
12913 qglBegin(GL_LINES);
12914 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12916 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12917 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12918 qglVertex3f(v[0], v[1], v[2]);
12919 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12920 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12921 qglVertex3f(v[0], v[1], v[2]);
12925 qglBegin(GL_LINES);
12926 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12928 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12929 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12930 qglVertex3f(v[0], v[1], v[2]);
12931 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12932 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12933 qglVertex3f(v[0], v[1], v[2]);
12940 rsurface.texture = NULL;
12944 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12945 int r_maxsurfacelist = 0;
12946 const msurface_t **r_surfacelist = NULL;
12947 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12949 int i, j, endj, flagsmask;
12950 dp_model_t *model = r_refdef.scene.worldmodel;
12951 msurface_t *surfaces;
12952 unsigned char *update;
12953 int numsurfacelist = 0;
12957 if (r_maxsurfacelist < model->num_surfaces)
12959 r_maxsurfacelist = model->num_surfaces;
12961 Mem_Free((msurface_t**)r_surfacelist);
12962 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12965 RSurf_ActiveWorldEntity();
12967 surfaces = model->data_surfaces;
12968 update = model->brushq1.lightmapupdateflags;
12970 // update light styles on this submodel
12971 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12973 model_brush_lightstyleinfo_t *style;
12974 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12976 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12978 int *list = style->surfacelist;
12979 style->value = r_refdef.scene.lightstylevalue[style->style];
12980 for (j = 0;j < style->numsurfaces;j++)
12981 update[list[j]] = true;
12986 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12990 R_DrawDebugModel();
12991 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12995 rsurface.lightmaptexture = NULL;
12996 rsurface.deluxemaptexture = NULL;
12997 rsurface.uselightmaptexture = false;
12998 rsurface.texture = NULL;
12999 rsurface.rtlight = NULL;
13000 numsurfacelist = 0;
13001 // add visible surfaces to draw list
13002 for (i = 0;i < model->nummodelsurfaces;i++)
13004 j = model->sortedmodelsurfaces[i];
13005 if (r_refdef.viewcache.world_surfacevisible[j])
13006 r_surfacelist[numsurfacelist++] = surfaces + j;
13008 // update lightmaps if needed
13009 if (model->brushq1.firstrender)
13011 model->brushq1.firstrender = false;
13012 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13014 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13018 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13019 if (r_refdef.viewcache.world_surfacevisible[j])
13021 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13023 // don't do anything if there were no surfaces
13024 if (!numsurfacelist)
13026 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13029 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13030 GL_AlphaTest(false);
13032 // add to stats if desired
13033 if (r_speeds.integer && !skysurfaces && !depthonly)
13035 r_refdef.stats.world_surfaces += numsurfacelist;
13036 for (j = 0;j < numsurfacelist;j++)
13037 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13040 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13043 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13045 int i, j, endj, flagsmask;
13046 dp_model_t *model = ent->model;
13047 msurface_t *surfaces;
13048 unsigned char *update;
13049 int numsurfacelist = 0;
13053 if (r_maxsurfacelist < model->num_surfaces)
13055 r_maxsurfacelist = model->num_surfaces;
13057 Mem_Free((msurface_t **)r_surfacelist);
13058 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13061 // if the model is static it doesn't matter what value we give for
13062 // wantnormals and wanttangents, so this logic uses only rules applicable
13063 // to a model, knowing that they are meaningless otherwise
13064 if (ent == r_refdef.scene.worldentity)
13065 RSurf_ActiveWorldEntity();
13066 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13067 RSurf_ActiveModelEntity(ent, false, false, false);
13069 RSurf_ActiveModelEntity(ent, true, true, true);
13070 else if (depthonly)
13072 switch (vid.renderpath)
13074 case RENDERPATH_GL20:
13075 case RENDERPATH_CGGL:
13076 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13078 case RENDERPATH_GL13:
13079 case RENDERPATH_GL11:
13080 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13086 switch (vid.renderpath)
13088 case RENDERPATH_GL20:
13089 case RENDERPATH_CGGL:
13090 RSurf_ActiveModelEntity(ent, true, true, false);
13092 case RENDERPATH_GL13:
13093 case RENDERPATH_GL11:
13094 RSurf_ActiveModelEntity(ent, true, false, false);
13099 surfaces = model->data_surfaces;
13100 update = model->brushq1.lightmapupdateflags;
13102 // update light styles
13103 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13105 model_brush_lightstyleinfo_t *style;
13106 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13108 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13110 int *list = style->surfacelist;
13111 style->value = r_refdef.scene.lightstylevalue[style->style];
13112 for (j = 0;j < style->numsurfaces;j++)
13113 update[list[j]] = true;
13118 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13122 R_DrawDebugModel();
13123 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13127 rsurface.lightmaptexture = NULL;
13128 rsurface.deluxemaptexture = NULL;
13129 rsurface.uselightmaptexture = false;
13130 rsurface.texture = NULL;
13131 rsurface.rtlight = NULL;
13132 numsurfacelist = 0;
13133 // add visible surfaces to draw list
13134 for (i = 0;i < model->nummodelsurfaces;i++)
13135 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13136 // don't do anything if there were no surfaces
13137 if (!numsurfacelist)
13139 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13142 // update lightmaps if needed
13146 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13151 R_BuildLightMap(ent, surfaces + j);
13156 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13158 R_BuildLightMap(ent, surfaces + j);
13159 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13160 GL_AlphaTest(false);
13162 // add to stats if desired
13163 if (r_speeds.integer && !skysurfaces && !depthonly)
13165 r_refdef.stats.entities_surfaces += numsurfacelist;
13166 for (j = 0;j < numsurfacelist;j++)
13167 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13170 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13173 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13175 static texture_t texture;
13176 static msurface_t surface;
13177 const msurface_t *surfacelist = &surface;
13179 // fake enough texture and surface state to render this geometry
13181 texture.update_lastrenderframe = -1; // regenerate this texture
13182 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13183 texture.currentskinframe = skinframe;
13184 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13185 texture.offsetmapping = OFFSETMAPPING_OFF;
13186 texture.offsetscale = 1;
13187 texture.specularscalemod = 1;
13188 texture.specularpowermod = 1;
13190 surface.texture = &texture;
13191 surface.num_triangles = numtriangles;
13192 surface.num_firsttriangle = firsttriangle;
13193 surface.num_vertices = numvertices;
13194 surface.num_firstvertex = firstvertex;
13197 rsurface.texture = R_GetCurrentTexture(surface.texture);
13198 rsurface.lightmaptexture = NULL;
13199 rsurface.deluxemaptexture = NULL;
13200 rsurface.uselightmaptexture = false;
13201 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13204 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)
13206 static msurface_t surface;
13207 const msurface_t *surfacelist = &surface;
13209 // fake enough texture and surface state to render this geometry
13211 surface.texture = texture;
13212 surface.num_triangles = numtriangles;
13213 surface.num_firsttriangle = firsttriangle;
13214 surface.num_vertices = numvertices;
13215 surface.num_firstvertex = firstvertex;
13218 rsurface.texture = R_GetCurrentTexture(surface.texture);
13219 rsurface.lightmaptexture = NULL;
13220 rsurface.deluxemaptexture = NULL;
13221 rsurface.uselightmaptexture = false;
13222 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);