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_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 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)"};
118 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"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
164 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"};
166 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"};
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 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"};
172 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
173 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
174 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
175 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
176 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)"};
178 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180 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)"};
182 extern cvar_t v_glslgamma;
184 extern qboolean v_flipped_state;
186 static struct r_bloomstate_s
191 int bloomwidth, bloomheight;
193 int screentexturewidth, screentextureheight;
194 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196 int bloomtexturewidth, bloomtextureheight;
197 rtexture_t *texture_bloom;
199 // arrays for rendering the screen passes
200 float screentexcoord2f[8];
201 float bloomtexcoord2f[8];
202 float offsettexcoord2f[8];
204 r_viewport_t viewport;
208 r_waterstate_t r_waterstate;
210 /// shadow volume bsp struct with automatically growing nodes buffer
213 rtexture_t *r_texture_blanknormalmap;
214 rtexture_t *r_texture_white;
215 rtexture_t *r_texture_grey128;
216 rtexture_t *r_texture_black;
217 rtexture_t *r_texture_notexture;
218 rtexture_t *r_texture_whitecube;
219 rtexture_t *r_texture_normalizationcube;
220 rtexture_t *r_texture_fogattenuation;
221 rtexture_t *r_texture_fogheighttexture;
222 rtexture_t *r_texture_gammaramps;
223 unsigned int r_texture_gammaramps_serial;
224 //rtexture_t *r_texture_fogintensity;
225 rtexture_t *r_texture_reflectcube;
227 // TODO: hash lookups?
228 typedef struct cubemapinfo_s
235 int r_texture_numcubemaps;
236 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
239 unsigned int r_numqueries;
240 unsigned int r_maxqueries;
242 typedef struct r_qwskincache_s
244 char name[MAX_QPATH];
245 skinframe_t *skinframe;
249 static r_qwskincache_t *r_qwskincache;
250 static int r_qwskincache_size;
252 /// vertex coordinates for a quad that covers the screen exactly
253 const float r_screenvertex3f[12] =
261 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
264 for (i = 0;i < verts;i++)
275 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
278 for (i = 0;i < verts;i++)
288 // FIXME: move this to client?
291 if (gamemode == GAME_NEHAHRA)
293 Cvar_Set("gl_fogenable", "0");
294 Cvar_Set("gl_fogdensity", "0.2");
295 Cvar_Set("gl_fogred", "0.3");
296 Cvar_Set("gl_foggreen", "0.3");
297 Cvar_Set("gl_fogblue", "0.3");
299 r_refdef.fog_density = 0;
300 r_refdef.fog_red = 0;
301 r_refdef.fog_green = 0;
302 r_refdef.fog_blue = 0;
303 r_refdef.fog_alpha = 1;
304 r_refdef.fog_start = 0;
305 r_refdef.fog_end = 16384;
306 r_refdef.fog_height = 1<<30;
307 r_refdef.fog_fadedepth = 128;
308 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
311 static void R_BuildBlankTextures(void)
313 unsigned char data[4];
314 data[2] = 128; // normal X
315 data[1] = 128; // normal Y
316 data[0] = 255; // normal Z
317 data[3] = 128; // height
318 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
333 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
336 static void R_BuildNoTexture(void)
339 unsigned char pix[16][16][4];
340 // this makes a light grey/dark grey checkerboard texture
341 for (y = 0;y < 16;y++)
343 for (x = 0;x < 16;x++)
345 if ((y < 8) ^ (x < 8))
361 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
364 static void R_BuildWhiteCube(void)
366 unsigned char data[6*1*1*4];
367 memset(data, 255, sizeof(data));
368 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
371 static void R_BuildNormalizationCube(void)
375 vec_t s, t, intensity;
378 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
379 for (side = 0;side < 6;side++)
381 for (y = 0;y < NORMSIZE;y++)
383 for (x = 0;x < NORMSIZE;x++)
385 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
386 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 intensity = 127.0f / sqrt(DotProduct(v, v));
422 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
423 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
424 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
425 data[((side*64+y)*64+x)*4+3] = 255;
429 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
433 static void R_BuildFogTexture(void)
437 unsigned char data1[FOGWIDTH][4];
438 //unsigned char data2[FOGWIDTH][4];
441 r_refdef.fogmasktable_start = r_refdef.fog_start;
442 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
443 r_refdef.fogmasktable_range = r_refdef.fogrange;
444 r_refdef.fogmasktable_density = r_refdef.fog_density;
446 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
447 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449 d = (x * r - r_refdef.fogmasktable_start);
450 if(developer_extra.integer)
451 Con_DPrintf("%f ", d);
453 if (r_fog_exp2.integer)
454 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
457 if(developer_extra.integer)
458 Con_DPrintf(" : %f ", alpha);
459 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
460 if(developer_extra.integer)
461 Con_DPrintf(" = %f\n", alpha);
462 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
465 for (x = 0;x < FOGWIDTH;x++)
467 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
472 //data2[x][0] = 255 - b;
473 //data2[x][1] = 255 - b;
474 //data2[x][2] = 255 - b;
477 if (r_texture_fogattenuation)
479 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
480 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
484 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
485 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
489 static void R_BuildFogHeightTexture(void)
491 unsigned char *inpixels;
499 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
500 if (r_refdef.fogheighttexturename[0])
501 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
504 r_refdef.fog_height_tablesize = 0;
505 if (r_texture_fogheighttexture)
506 R_FreeTexture(r_texture_fogheighttexture);
507 r_texture_fogheighttexture = NULL;
508 if (r_refdef.fog_height_table2d)
509 Mem_Free(r_refdef.fog_height_table2d);
510 r_refdef.fog_height_table2d = NULL;
511 if (r_refdef.fog_height_table1d)
512 Mem_Free(r_refdef.fog_height_table1d);
513 r_refdef.fog_height_table1d = NULL;
517 r_refdef.fog_height_tablesize = size;
518 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
519 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
520 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522 // LordHavoc: now the magic - what is that table2d for? it is a cooked
523 // average fog color table accounting for every fog layer between a point
524 // and the camera. (Note: attenuation is handled separately!)
525 for (y = 0;y < size;y++)
527 for (x = 0;x < size;x++)
533 for (j = x;j <= y;j++)
535 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
541 for (j = x;j >= y;j--)
543 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
548 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
549 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
554 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
557 //=======================================================================================================================================================
559 static const char *builtinshaderstring =
560 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
561 "// written by Forest 'LordHavoc' Hale\n"
562 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
567 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
568 "#define USELIGHTMAP\n"
570 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
571 "#define USEEYEVECTOR\n"
574 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
575 "# extension GL_ARB_texture_rectangle : enable\n"
578 "#ifdef USESHADOWMAP2D\n"
579 "# ifdef GL_EXT_gpu_shader4\n"
580 "# extension GL_EXT_gpu_shader4 : enable\n"
582 "# ifdef GL_ARB_texture_gather\n"
583 "# extension GL_ARB_texture_gather : enable\n"
585 "# ifdef GL_AMD_texture_texture4\n"
586 "# extension GL_AMD_texture_texture4 : enable\n"
591 "#ifdef USESHADOWMAPCUBE\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
595 "//#ifdef USESHADOWSAMPLER\n"
596 "//# extension GL_ARB_shadow : enable\n"
599 "//#ifdef __GLSL_CG_DATA_TYPES\n"
600 "//# define myhalf half\n"
601 "//# define myhalf2 half2\n"
602 "//# define myhalf3 half3\n"
603 "//# define myhalf4 half4\n"
605 "# define myhalf float\n"
606 "# define myhalf2 vec2\n"
607 "# define myhalf3 vec3\n"
608 "# define myhalf4 vec4\n"
611 "#ifdef VERTEX_SHADER\n"
612 "uniform mat4 ModelViewProjectionMatrix;\n"
615 "#ifdef MODE_DEPTH_OR_SHADOW\n"
616 "#ifdef VERTEX_SHADER\n"
619 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
622 "#else // !MODE_DEPTH_ORSHADOW\n"
627 "#ifdef MODE_SHOWDEPTH\n"
628 "#ifdef VERTEX_SHADER\n"
631 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
632 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
636 "#ifdef FRAGMENT_SHADER\n"
639 " gl_FragColor = gl_Color;\n"
642 "#else // !MODE_SHOWDEPTH\n"
647 "#ifdef MODE_POSTPROCESS\n"
648 "varying vec2 TexCoord1;\n"
649 "varying vec2 TexCoord2;\n"
651 "#ifdef VERTEX_SHADER\n"
654 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
655 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
662 "#ifdef FRAGMENT_SHADER\n"
663 "uniform sampler2D Texture_First;\n"
665 "uniform sampler2D Texture_Second;\n"
667 "#ifdef USEGAMMARAMPS\n"
668 "uniform sampler2D Texture_GammaRamps;\n"
670 "#ifdef USESATURATION\n"
671 "uniform float Saturation;\n"
673 "#ifdef USEVIEWTINT\n"
674 "uniform vec4 ViewTintColor;\n"
676 "//uncomment these if you want to use them:\n"
677 "uniform vec4 UserVec1;\n"
678 "// uniform vec4 UserVec2;\n"
679 "// uniform vec4 UserVec3;\n"
680 "// uniform vec4 UserVec4;\n"
681 "// uniform float ClientTime;\n"
682 "uniform vec2 PixelSize;\n"
685 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#ifdef USEVIEWTINT\n"
690 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
693 "#ifdef USEPOSTPROCESSING\n"
694 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
695 "// 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"
696 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
697 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
698 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
699 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
700 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
701 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
704 "#ifdef USESATURATION\n"
705 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
706 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
707 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
708 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
711 "#ifdef USEGAMMARAMPS\n"
712 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
713 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
714 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
718 "#else // !MODE_POSTPROCESS\n"
723 "#ifdef MODE_GENERIC\n"
724 "#ifdef USEDIFFUSE\n"
725 "varying vec2 TexCoord1;\n"
727 "#ifdef USESPECULAR\n"
728 "varying vec2 TexCoord2;\n"
730 "#ifdef VERTEX_SHADER\n"
733 " gl_FrontColor = gl_Color;\n"
734 "#ifdef USEDIFFUSE\n"
735 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
737 "#ifdef USESPECULAR\n"
738 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
740 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "#ifdef USEDIFFUSE\n"
746 "uniform sampler2D Texture_First;\n"
748 "#ifdef USESPECULAR\n"
749 "uniform sampler2D Texture_Second;\n"
754 " gl_FragColor = gl_Color;\n"
755 "#ifdef USEDIFFUSE\n"
756 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
759 "#ifdef USESPECULAR\n"
760 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
761 "# ifdef USECOLORMAPPING\n"
762 " gl_FragColor *= tex2;\n"
765 " gl_FragColor += tex2;\n"
767 "# ifdef USEVERTEXTEXTUREBLEND\n"
768 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
773 "#else // !MODE_GENERIC\n"
778 "#ifdef MODE_BLOOMBLUR\n"
779 "varying TexCoord;\n"
780 "#ifdef VERTEX_SHADER\n"
783 " gl_FrontColor = gl_Color;\n"
784 " TexCoord = gl_MultiTexCoord0.xy;\n"
785 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "uniform sampler2D Texture_First;\n"
791 "uniform vec4 BloomBlur_Parameters;\n"
796 " vec2 tc = TexCoord;\n"
797 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
798 " tc += BloomBlur_Parameters.xy;\n"
799 " for (i = 1;i < SAMPLES;i++)\n"
801 " color += texture2D(Texture_First, tc).rgb;\n"
802 " tc += BloomBlur_Parameters.xy;\n"
804 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
807 "#else // !MODE_BLOOMBLUR\n"
808 "#ifdef MODE_REFRACTION\n"
809 "varying vec2 TexCoord;\n"
810 "varying vec4 ModelViewProjectionPosition;\n"
811 "uniform mat4 TexMatrix;\n"
812 "#ifdef VERTEX_SHADER\n"
816 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
818 " ModelViewProjectionPosition = gl_Position;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_Normal;\n"
824 "uniform sampler2D Texture_Refraction;\n"
825 "uniform sampler2D Texture_Reflection;\n"
827 "uniform vec4 DistortScaleRefractReflect;\n"
828 "uniform vec4 ScreenScaleRefractReflect;\n"
829 "uniform vec4 ScreenCenterRefractReflect;\n"
830 "uniform vec4 RefractColor;\n"
831 "uniform vec4 ReflectColor;\n"
832 "uniform float ReflectFactor;\n"
833 "uniform float ReflectOffset;\n"
837 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
838 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
839 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
840 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
841 " // FIXME temporary hack to detect the case that the reflection\n"
842 " // gets blackened at edges due to leaving the area that contains actual\n"
844 " // Remove this 'ack once we have a better way to stop this thing from\n"
846 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
847 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
848 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
849 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
850 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
851 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
854 "#else // !MODE_REFRACTION\n"
859 "#ifdef MODE_WATER\n"
860 "varying vec2 TexCoord;\n"
861 "varying vec3 EyeVector;\n"
862 "varying vec4 ModelViewProjectionPosition;\n"
863 "#ifdef VERTEX_SHADER\n"
864 "uniform vec3 EyePosition;\n"
865 "uniform mat4 TexMatrix;\n"
869 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
870 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
871 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
872 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
873 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
874 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
875 " ModelViewProjectionPosition = gl_Position;\n"
879 "#ifdef FRAGMENT_SHADER\n"
880 "uniform sampler2D Texture_Normal;\n"
881 "uniform sampler2D Texture_Refraction;\n"
882 "uniform sampler2D Texture_Reflection;\n"
884 "uniform vec4 DistortScaleRefractReflect;\n"
885 "uniform vec4 ScreenScaleRefractReflect;\n"
886 "uniform vec4 ScreenCenterRefractReflect;\n"
887 "uniform vec4 RefractColor;\n"
888 "uniform vec4 ReflectColor;\n"
889 "uniform float ReflectFactor;\n"
890 "uniform float ReflectOffset;\n"
894 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
895 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
896 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
897 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
898 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
899 " // FIXME temporary hack to detect the case that the reflection\n"
900 " // gets blackened at edges due to leaving the area that contains actual\n"
902 " // Remove this 'ack once we have a better way to stop this thing from\n"
904 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
905 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
906 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
907 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
908 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
909 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
910 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
913 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
914 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
915 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
918 "#else // !MODE_WATER\n"
923 "// common definitions between vertex shader and fragment shader:\n"
925 "varying vec2 TexCoord;\n"
926 "#ifdef USEVERTEXTEXTUREBLEND\n"
927 "varying vec2 TexCoord2;\n"
929 "#ifdef USELIGHTMAP\n"
930 "varying vec2 TexCoordLightmap;\n"
933 "#ifdef MODE_LIGHTSOURCE\n"
934 "varying vec3 CubeVector;\n"
937 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
938 "varying vec3 LightVector;\n"
941 "#ifdef USEEYEVECTOR\n"
942 "varying vec3 EyeVector;\n"
945 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
948 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
949 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
950 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
951 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
954 "#ifdef USEREFLECTION\n"
955 "varying vec4 ModelViewProjectionPosition;\n"
957 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
958 "uniform vec3 LightPosition;\n"
959 "varying vec4 ModelViewPosition;\n"
962 "#ifdef MODE_LIGHTSOURCE\n"
963 "uniform vec3 LightPosition;\n"
965 "uniform vec3 EyePosition;\n"
966 "#ifdef MODE_LIGHTDIRECTION\n"
967 "uniform vec3 LightDir;\n"
969 "uniform vec4 FogPlane;\n"
971 "#ifdef USESHADOWMAPORTHO\n"
972 "varying vec3 ShadowMapTC;\n"
979 "// 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"
981 "// fragment shader specific:\n"
982 "#ifdef FRAGMENT_SHADER\n"
984 "uniform sampler2D Texture_Normal;\n"
985 "uniform sampler2D Texture_Color;\n"
986 "uniform sampler2D Texture_Gloss;\n"
988 "uniform sampler2D Texture_Glow;\n"
990 "#ifdef USEVERTEXTEXTUREBLEND\n"
991 "uniform sampler2D Texture_SecondaryNormal;\n"
992 "uniform sampler2D Texture_SecondaryColor;\n"
993 "uniform sampler2D Texture_SecondaryGloss;\n"
995 "uniform sampler2D Texture_SecondaryGlow;\n"
998 "#ifdef USECOLORMAPPING\n"
999 "uniform sampler2D Texture_Pants;\n"
1000 "uniform sampler2D Texture_Shirt;\n"
1003 "#ifdef USEFOGHEIGHTTEXTURE\n"
1004 "uniform sampler2D Texture_FogHeightTexture;\n"
1006 "uniform sampler2D Texture_FogMask;\n"
1008 "#ifdef USELIGHTMAP\n"
1009 "uniform sampler2D Texture_Lightmap;\n"
1011 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1012 "uniform sampler2D Texture_Deluxemap;\n"
1014 "#ifdef USEREFLECTION\n"
1015 "uniform sampler2D Texture_Reflection;\n"
1018 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1019 "uniform sampler2D Texture_ScreenDepth;\n"
1020 "uniform sampler2D Texture_ScreenNormalMap;\n"
1022 "#ifdef USEDEFERREDLIGHTMAP\n"
1023 "uniform sampler2D Texture_ScreenDiffuse;\n"
1024 "uniform sampler2D Texture_ScreenSpecular;\n"
1027 "uniform myhalf3 Color_Pants;\n"
1028 "uniform myhalf3 Color_Shirt;\n"
1029 "uniform myhalf3 FogColor;\n"
1032 "uniform float FogRangeRecip;\n"
1033 "uniform float FogPlaneViewDist;\n"
1034 "uniform float FogHeightFade;\n"
1035 "vec3 FogVertex(vec3 surfacecolor)\n"
1037 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1038 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1040 "#ifdef USEFOGHEIGHTTEXTURE\n"
1041 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1042 " fogfrac = fogheightpixel.a;\n"
1043 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1045 "# ifdef USEFOGOUTSIDE\n"
1046 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1048 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1050 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1055 "#ifdef USEOFFSETMAPPING\n"
1056 "uniform float OffsetMapping_Scale;\n"
1057 "vec2 OffsetMapping(vec2 TexCoord)\n"
1059 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1060 " // 14 sample relief mapping: linear search and then binary search\n"
1061 " // this basically steps forward a small amount repeatedly until it finds\n"
1062 " // itself inside solid, then jitters forward and back using decreasing\n"
1063 " // amounts to find the impact\n"
1064 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1065 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1066 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1067 " vec3 RT = vec3(TexCoord, 1);\n"
1068 " OffsetVector *= 0.1;\n"
1069 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1070 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1071 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1072 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1073 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1074 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1075 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1076 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1077 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1078 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1079 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1080 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1081 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1082 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1085 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1086 " // this basically moves forward the full distance, and then backs up based\n"
1087 " // on height of samples\n"
1088 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1089 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1090 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1091 " TexCoord += OffsetVector;\n"
1092 " OffsetVector *= 0.333;\n"
1093 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1094 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1095 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1096 " return TexCoord;\n"
1099 "#endif // USEOFFSETMAPPING\n"
1101 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1102 "uniform sampler2D Texture_Attenuation;\n"
1103 "uniform samplerCube Texture_Cube;\n"
1106 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1108 "#ifdef USESHADOWMAPRECT\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1110 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1112 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1116 "#ifdef USESHADOWMAP2D\n"
1117 "# ifdef USESHADOWSAMPLER\n"
1118 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1120 "uniform sampler2D Texture_ShadowMap2D;\n"
1124 "#ifdef USESHADOWMAPVSDCT\n"
1125 "uniform samplerCube Texture_CubeProjection;\n"
1128 "#ifdef USESHADOWMAPCUBE\n"
1129 "# ifdef USESHADOWSAMPLER\n"
1130 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1132 "uniform samplerCube Texture_ShadowMapCube;\n"
1136 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1137 "uniform vec2 ShadowMap_TextureScale;\n"
1138 "uniform vec4 ShadowMap_Parameters;\n"
1141 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1142 "# ifdef USESHADOWMAPORTHO\n"
1143 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1145 "# ifdef USESHADOWMAPVSDCT\n"
1146 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1148 " vec3 adir = abs(dir);\n"
1149 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1150 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1151 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1154 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1156 " vec3 adir = abs(dir);\n"
1157 " float ma = adir.z;\n"
1158 " vec4 proj = vec4(dir, 2.5);\n"
1159 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1160 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1161 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1162 " 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"
1166 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1168 "#ifdef USESHADOWMAPCUBE\n"
1169 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1176 "# ifdef USESHADOWMAPRECT\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1179 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1181 "# ifdef USESHADOWSAMPLER\n"
1183 "# ifdef USESHADOWMAPPCF\n"
1184 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1185 " 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"
1187 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1192 "# ifdef USESHADOWMAPPCF\n"
1193 "# if USESHADOWMAPPCF > 1\n"
1194 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " 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"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1201 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1204 " vec2 offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1212 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1216 "# ifdef USESHADOWMAPORTHO\n"
1217 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1224 "# ifdef USESHADOWMAP2D\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1227 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1230 "# ifdef USESHADOWSAMPLER\n"
1231 "# ifdef USESHADOWMAPPCF\n"
1232 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1233 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1234 " 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"
1236 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1241 "# ifdef GL_ARB_texture_gather\n"
1242 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1244 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1246 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1247 "# if USESHADOWMAPPCF > 1\n"
1248 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1249 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1250 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1251 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1252 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1253 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1254 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1255 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1256 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1257 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1258 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1259 " locols.yz += group2.ab;\n"
1260 " hicols.yz += group8.rg;\n"
1261 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1262 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1263 " mix(locols, hicols, offset.y);\n"
1264 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1265 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1266 " f = dot(cols, vec4(1.0/25.0));\n"
1268 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1269 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1270 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1271 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1272 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1273 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1274 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1277 "# ifdef GL_EXT_gpu_shader4\n"
1278 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1280 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1282 "# if USESHADOWMAPPCF > 1\n"
1283 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1284 " center *= ShadowMap_TextureScale;\n"
1285 " 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"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1290 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1292 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1293 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1294 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1295 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1296 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1297 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1301 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1304 "# ifdef USESHADOWMAPORTHO\n"
1305 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1312 "# ifdef USESHADOWMAPCUBE\n"
1313 "float ShadowMapCompare(vec3 dir)\n"
1315 " // apply depth texture cubemap as light filter\n"
1316 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1318 "# ifdef USESHADOWSAMPLER\n"
1319 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1321 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1326 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1327 "#endif // FRAGMENT_SHADER\n"
1332 "#ifdef MODE_DEFERREDGEOMETRY\n"
1333 "#ifdef VERTEX_SHADER\n"
1334 "uniform mat4 TexMatrix;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 "uniform mat4 BackgroundTexMatrix;\n"
1338 "uniform mat4 ModelViewMatrix;\n"
1341 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1342 "#ifdef USEVERTEXTEXTUREBLEND\n"
1343 " gl_FrontColor = gl_Color;\n"
1344 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1347 " // transform unnormalized eye direction into tangent space\n"
1348 "#ifdef USEOFFSETMAPPING\n"
1349 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1350 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1351 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1352 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1355 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1356 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1357 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1358 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1360 "#endif // VERTEX_SHADER\n"
1362 "#ifdef FRAGMENT_SHADER\n"
1365 "#ifdef USEOFFSETMAPPING\n"
1366 " // apply offsetmapping\n"
1367 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1368 "#define TexCoord TexCoordOffset\n"
1371 "#ifdef USEALPHAKILL\n"
1372 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1378 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1379 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1380 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1383 "#ifdef USEVERTEXTEXTUREBLEND\n"
1384 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1385 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1387 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1388 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1391 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1393 "#endif // FRAGMENT_SHADER\n"
1394 "#else // !MODE_DEFERREDGEOMETRY\n"
1399 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1400 "#ifdef VERTEX_SHADER\n"
1401 "uniform mat4 ModelViewMatrix;\n"
1404 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1410 "uniform mat4 ViewToLight;\n"
1411 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1412 "uniform vec2 ScreenToDepth;\n"
1413 "uniform myhalf3 DeferredColor_Ambient;\n"
1414 "uniform myhalf3 DeferredColor_Diffuse;\n"
1415 "#ifdef USESPECULAR\n"
1416 "uniform myhalf3 DeferredColor_Specular;\n"
1417 "uniform myhalf SpecularPower;\n"
1419 "uniform myhalf2 PixelToScreenTexCoord;\n"
1422 " // calculate viewspace pixel position\n"
1423 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1425 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1426 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1427 " // decode viewspace pixel normal\n"
1428 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1429 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1430 " // surfacenormal = pixel normal in viewspace\n"
1431 " // LightVector = pixel to light in viewspace\n"
1432 " // CubeVector = position in lightspace\n"
1433 " // eyevector = pixel to view in viewspace\n"
1434 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1435 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1436 "#ifdef USEDIFFUSE\n"
1437 " // calculate diffuse shading\n"
1438 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1439 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1441 "#ifdef USESPECULAR\n"
1442 " // calculate directional shading\n"
1443 " vec3 eyevector = position * -1.0;\n"
1444 "# ifdef USEEXACTSPECULARMATH\n"
1445 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1447 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1448 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1452 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1453 " fade *= ShadowMapCompare(CubeVector);\n"
1456 "#ifdef USEDIFFUSE\n"
1457 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1459 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1461 "#ifdef USESPECULAR\n"
1462 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1464 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1467 "# ifdef USECUBEFILTER\n"
1468 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1469 " gl_FragData[0].rgb *= cubecolor;\n"
1470 " gl_FragData[1].rgb *= cubecolor;\n"
1473 "#endif // FRAGMENT_SHADER\n"
1474 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1479 "#ifdef VERTEX_SHADER\n"
1480 "uniform mat4 TexMatrix;\n"
1481 "#ifdef USEVERTEXTEXTUREBLEND\n"
1482 "uniform mat4 BackgroundTexMatrix;\n"
1484 "#ifdef MODE_LIGHTSOURCE\n"
1485 "uniform mat4 ModelToLight;\n"
1487 "#ifdef USESHADOWMAPORTHO\n"
1488 "uniform mat4 ShadowMapMatrix;\n"
1492 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1493 " gl_FrontColor = gl_Color;\n"
1495 " // copy the surface texcoord\n"
1496 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1497 "#ifdef USEVERTEXTEXTUREBLEND\n"
1498 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1500 "#ifdef USELIGHTMAP\n"
1501 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1504 "#ifdef MODE_LIGHTSOURCE\n"
1505 " // transform vertex position into light attenuation/cubemap space\n"
1506 " // (-1 to +1 across the light box)\n"
1507 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1509 "# ifdef USEDIFFUSE\n"
1510 " // transform unnormalized light direction into tangent space\n"
1511 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1512 " // normalize it per pixel)\n"
1513 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1514 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1515 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1516 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1520 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1521 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1522 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1523 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1526 " // transform unnormalized eye direction into tangent space\n"
1527 "#ifdef USEEYEVECTOR\n"
1528 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1529 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1530 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1531 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1535 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1536 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1539 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1540 " VectorS = gl_MultiTexCoord1.xyz;\n"
1541 " VectorT = gl_MultiTexCoord2.xyz;\n"
1542 " VectorR = gl_MultiTexCoord3.xyz;\n"
1545 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1546 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1548 "#ifdef USESHADOWMAPORTHO\n"
1549 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1552 "#ifdef USEREFLECTION\n"
1553 " ModelViewProjectionPosition = gl_Position;\n"
1556 "#endif // VERTEX_SHADER\n"
1561 "#ifdef FRAGMENT_SHADER\n"
1562 "#ifdef USEDEFERREDLIGHTMAP\n"
1563 "uniform myhalf2 PixelToScreenTexCoord;\n"
1564 "uniform myhalf3 DeferredMod_Diffuse;\n"
1565 "uniform myhalf3 DeferredMod_Specular;\n"
1567 "uniform myhalf3 Color_Ambient;\n"
1568 "uniform myhalf3 Color_Diffuse;\n"
1569 "uniform myhalf3 Color_Specular;\n"
1570 "uniform myhalf SpecularPower;\n"
1572 "uniform myhalf3 Color_Glow;\n"
1574 "uniform myhalf Alpha;\n"
1575 "#ifdef USEREFLECTION\n"
1576 "uniform vec4 DistortScaleRefractReflect;\n"
1577 "uniform vec4 ScreenScaleRefractReflect;\n"
1578 "uniform vec4 ScreenCenterRefractReflect;\n"
1579 "uniform myhalf4 ReflectColor;\n"
1581 "#ifdef USEREFLECTCUBE\n"
1582 "uniform mat4 ModelToReflectCube;\n"
1583 "uniform sampler2D Texture_ReflectMask;\n"
1584 "uniform samplerCube Texture_ReflectCube;\n"
1586 "#ifdef MODE_LIGHTDIRECTION\n"
1587 "uniform myhalf3 LightColor;\n"
1589 "#ifdef MODE_LIGHTSOURCE\n"
1590 "uniform myhalf3 LightColor;\n"
1594 "#ifdef USEOFFSETMAPPING\n"
1595 " // apply offsetmapping\n"
1596 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1597 "#define TexCoord TexCoordOffset\n"
1600 " // combine the diffuse textures (base, pants, shirt)\n"
1601 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1602 "#ifdef USEALPHAKILL\n"
1603 " if (color.a < 0.5)\n"
1606 " color.a *= Alpha;\n"
1607 "#ifdef USECOLORMAPPING\n"
1608 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1610 "#ifdef USEVERTEXTEXTUREBLEND\n"
1611 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1612 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1613 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1614 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1616 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1619 " // get the surface normal\n"
1620 "#ifdef USEVERTEXTEXTUREBLEND\n"
1621 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1623 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1626 " // get the material colors\n"
1627 " myhalf3 diffusetex = color.rgb;\n"
1628 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1629 "# ifdef USEVERTEXTEXTUREBLEND\n"
1630 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1632 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1636 "#ifdef USEREFLECTCUBE\n"
1637 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1638 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1639 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1640 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1646 "#ifdef MODE_LIGHTSOURCE\n"
1647 " // light source\n"
1648 "#ifdef USEDIFFUSE\n"
1649 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1650 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1651 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1652 "#ifdef USESPECULAR\n"
1653 "#ifdef USEEXACTSPECULARMATH\n"
1654 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1656 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1657 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1659 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1662 " color.rgb = diffusetex * Color_Ambient;\n"
1664 " color.rgb *= LightColor;\n"
1665 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1666 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1667 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1669 "# ifdef USECUBEFILTER\n"
1670 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1672 "#endif // MODE_LIGHTSOURCE\n"
1677 "#ifdef MODE_LIGHTDIRECTION\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "#define lightcolor LightColor\n"
1683 "#endif // MODE_LIGHTDIRECTION\n"
1684 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1686 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1687 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1688 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1689 " // convert modelspace light vector to tangentspace\n"
1690 " myhalf3 lightnormal;\n"
1691 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1692 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1693 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1694 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1695 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1696 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1697 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1698 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1699 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1700 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1701 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1702 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1703 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1704 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1705 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1707 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1708 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1709 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1715 "#ifdef MODE_LIGHTMAP\n"
1716 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1717 "#endif // MODE_LIGHTMAP\n"
1718 "#ifdef MODE_VERTEXCOLOR\n"
1719 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1720 "#endif // MODE_VERTEXCOLOR\n"
1721 "#ifdef MODE_FLATCOLOR\n"
1722 " color.rgb = diffusetex * Color_Ambient;\n"
1723 "#endif // MODE_FLATCOLOR\n"
1729 "# ifdef USEDIFFUSE\n"
1730 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1731 "# ifdef USESPECULAR\n"
1732 "# ifdef USEEXACTSPECULARMATH\n"
1733 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1735 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1736 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1738 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1740 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1743 " color.rgb = diffusetex * Color_Ambient;\n"
1747 "#ifdef USESHADOWMAPORTHO\n"
1748 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1751 "#ifdef USEDEFERREDLIGHTMAP\n"
1752 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1753 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1754 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1758 "#ifdef USEVERTEXTEXTUREBLEND\n"
1759 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1761 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1766 " color.rgb = FogVertex(color.rgb);\n"
1769 " // 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"
1770 "#ifdef USEREFLECTION\n"
1771 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1772 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1773 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1774 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1775 " // FIXME temporary hack to detect the case that the reflection\n"
1776 " // gets blackened at edges due to leaving the area that contains actual\n"
1778 " // Remove this 'ack once we have a better way to stop this thing from\n"
1780 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1781 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1782 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1783 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1784 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1785 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1788 " gl_FragColor = vec4(color);\n"
1790 "#endif // FRAGMENT_SHADER\n"
1792 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1793 "#endif // !MODE_DEFERREDGEOMETRY\n"
1794 "#endif // !MODE_WATER\n"
1795 "#endif // !MODE_REFRACTION\n"
1796 "#endif // !MODE_BLOOMBLUR\n"
1797 "#endif // !MODE_GENERIC\n"
1798 "#endif // !MODE_POSTPROCESS\n"
1799 "#endif // !MODE_SHOWDEPTH\n"
1800 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1820 =========================================================================================================================================================
1824 =========================================================================================================================================================
1828 =========================================================================================================================================================
1831 const char *builtincgshaderstring =
1832 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1833 "// written by Forest 'LordHavoc' Hale\n"
1834 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1836 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1837 "#if defined(USEREFLECTION)\n"
1838 "#undef USESHADOWMAPORTHO\n"
1841 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1844 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1845 "#define USELIGHTMAP\n"
1847 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1848 "#define USEEYEVECTOR\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1852 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1855 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1856 "#ifdef VERTEX_SHADER\n"
1859 "float4 gl_Vertex : POSITION,\n"
1860 "uniform float4x4 ModelViewProjectionMatrix,\n"
1861 "out float4 gl_Position : POSITION\n"
1864 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1867 "#else // !MODE_DEPTH_ORSHADOW\n"
1872 "#ifdef MODE_SHOWDEPTH\n"
1873 "#ifdef VERTEX_SHADER\n"
1876 "float4 gl_Vertex : POSITION,\n"
1877 "uniform float4x4 ModelViewProjectionMatrix,\n"
1878 "out float4 gl_Position : POSITION,\n"
1879 "out float4 gl_FrontColor : COLOR0\n"
1882 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1883 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1887 "#ifdef FRAGMENT_SHADER\n"
1890 "float4 gl_FrontColor : COLOR0,\n"
1891 "out float4 gl_FragColor : COLOR\n"
1894 " gl_FragColor = gl_FrontColor;\n"
1897 "#else // !MODE_SHOWDEPTH\n"
1902 "#ifdef MODE_POSTPROCESS\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1910 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float2 TexCoord1 : TEXCOORD0,\n"
1913 "out float2 TexCoord2 : TEXCOORD1\n"
1916 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1917 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1919 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1924 "#ifdef FRAGMENT_SHADER\n"
1927 "float2 TexCoord1 : TEXCOORD0,\n"
1928 "float2 TexCoord2 : TEXCOORD1,\n"
1929 "uniform sampler2D Texture_First,\n"
1931 "uniform sampler2D Texture_Second,\n"
1933 "#ifdef USEGAMMARAMPS\n"
1934 "uniform sampler2D Texture_GammaRamps,\n"
1936 "#ifdef USESATURATION\n"
1937 "uniform float Saturation,\n"
1939 "#ifdef USEVIEWTINT\n"
1940 "uniform float4 ViewTintColor,\n"
1942 "uniform float4 UserVec1,\n"
1943 "uniform float4 UserVec2,\n"
1944 "uniform float4 UserVec3,\n"
1945 "uniform float4 UserVec4,\n"
1946 "uniform float ClientTime,\n"
1947 "uniform float2 PixelSize,\n"
1948 "out float4 gl_FragColor : COLOR\n"
1951 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1953 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1955 "#ifdef USEVIEWTINT\n"
1956 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1959 "#ifdef USEPOSTPROCESSING\n"
1960 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1961 "// 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"
1962 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1963 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1964 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1965 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1966 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1967 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1970 "#ifdef USESATURATION\n"
1971 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1972 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1973 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1974 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1977 "#ifdef USEGAMMARAMPS\n"
1978 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1979 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1980 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1984 "#else // !MODE_POSTPROCESS\n"
1989 "#ifdef MODE_GENERIC\n"
1990 "#ifdef VERTEX_SHADER\n"
1993 "float4 gl_Vertex : POSITION,\n"
1994 "uniform float4x4 ModelViewProjectionMatrix,\n"
1995 "float4 gl_Color : COLOR0,\n"
1996 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1997 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1998 "out float4 gl_Position : POSITION,\n"
1999 "out float4 gl_FrontColor : COLOR,\n"
2000 "out float2 TexCoord1 : TEXCOORD0,\n"
2001 "out float2 TexCoord2 : TEXCOORD1\n"
2004 " gl_FrontColor = gl_Color;\n"
2005 "#ifdef USEDIFFUSE\n"
2006 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2008 "#ifdef USESPECULAR\n"
2009 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2011 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2015 "#ifdef FRAGMENT_SHADER\n"
2019 "float4 gl_FrontColor : COLOR,\n"
2020 "float2 TexCoord1 : TEXCOORD0,\n"
2021 "float2 TexCoord2 : TEXCOORD1,\n"
2022 "#ifdef USEDIFFUSE\n"
2023 "uniform sampler2D Texture_First,\n"
2025 "#ifdef USESPECULAR\n"
2026 "uniform sampler2D Texture_Second,\n"
2028 "out float4 gl_FragColor : COLOR\n"
2031 " gl_FragColor = gl_FrontColor;\n"
2032 "#ifdef USEDIFFUSE\n"
2033 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2036 "#ifdef USESPECULAR\n"
2037 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2038 "# ifdef USECOLORMAPPING\n"
2039 " gl_FragColor *= tex2;\n"
2042 " gl_FragColor += tex2;\n"
2044 "# ifdef USEVERTEXTEXTUREBLEND\n"
2045 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2050 "#else // !MODE_GENERIC\n"
2055 "#ifdef MODE_BLOOMBLUR\n"
2056 "#ifdef VERTEX_SHADER\n"
2059 "float4 gl_Vertex : POSITION,\n"
2060 "uniform float4x4 ModelViewProjectionMatrix,\n"
2061 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2062 "out float4 gl_Position : POSITION,\n"
2063 "out float2 TexCoord : TEXCOORD0\n"
2066 " TexCoord = gl_MultiTexCoord0.xy;\n"
2067 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2075 "float2 TexCoord : TEXCOORD0,\n"
2076 "uniform sampler2D Texture_First,\n"
2077 "uniform float4 BloomBlur_Parameters,\n"
2078 "out float4 gl_FragColor : COLOR\n"
2082 " float2 tc = TexCoord;\n"
2083 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2084 " tc += BloomBlur_Parameters.xy;\n"
2085 " for (i = 1;i < SAMPLES;i++)\n"
2087 " color += tex2D(Texture_First, tc).rgb;\n"
2088 " tc += BloomBlur_Parameters.xy;\n"
2090 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2093 "#else // !MODE_BLOOMBLUR\n"
2094 "#ifdef MODE_REFRACTION\n"
2095 "#ifdef VERTEX_SHADER\n"
2098 "float4 gl_Vertex : POSITION,\n"
2099 "uniform float4x4 ModelViewProjectionMatrix,\n"
2100 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2101 "uniform float4x4 TexMatrix,\n"
2102 "uniform float3 EyePosition,\n"
2103 "out float4 gl_Position : POSITION,\n"
2104 "out float2 TexCoord : TEXCOORD0,\n"
2105 "out float3 EyeVector : TEXCOORD1,\n"
2106 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2109 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2110 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2111 " ModelViewProjectionPosition = gl_Position;\n"
2115 "#ifdef FRAGMENT_SHADER\n"
2118 "float2 TexCoord : TEXCOORD0,\n"
2119 "float3 EyeVector : TEXCOORD1,\n"
2120 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2121 "uniform sampler2D Texture_Normal,\n"
2122 "uniform sampler2D Texture_Refraction,\n"
2123 "uniform sampler2D Texture_Reflection,\n"
2124 "uniform float4 DistortScaleRefractReflect,\n"
2125 "uniform float4 ScreenScaleRefractReflect,\n"
2126 "uniform float4 ScreenCenterRefractReflect,\n"
2127 "uniform float4 RefractColor,\n"
2128 "out float4 gl_FragColor : COLOR\n"
2131 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2132 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2134 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2135 " // FIXME temporary hack to detect the case that the reflection\n"
2136 " // gets blackened at edges due to leaving the area that contains actual\n"
2138 " // Remove this 'ack once we have a better way to stop this thing from\n"
2140 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2142 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2143 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2145 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2148 "#else // !MODE_REFRACTION\n"
2153 "#ifdef MODE_WATER\n"
2154 "#ifdef VERTEX_SHADER\n"
2158 "float4 gl_Vertex : POSITION,\n"
2159 "uniform float4x4 ModelViewProjectionMatrix,\n"
2160 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2161 "uniform float4x4 TexMatrix,\n"
2162 "uniform float3 EyePosition,\n"
2163 "out float4 gl_Position : POSITION,\n"
2164 "out float2 TexCoord : TEXCOORD0,\n"
2165 "out float3 EyeVector : TEXCOORD1,\n"
2166 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2169 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2170 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2171 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2172 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2173 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2174 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2175 " ModelViewProjectionPosition = gl_Position;\n"
2179 "#ifdef FRAGMENT_SHADER\n"
2182 "float2 TexCoord : TEXCOORD0,\n"
2183 "float3 EyeVector : TEXCOORD1,\n"
2184 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2185 "uniform sampler2D Texture_Normal,\n"
2186 "uniform sampler2D Texture_Refraction,\n"
2187 "uniform sampler2D Texture_Reflection,\n"
2188 "uniform float4 DistortScaleRefractReflect,\n"
2189 "uniform float4 ScreenScaleRefractReflect,\n"
2190 "uniform float4 ScreenCenterRefractReflect,\n"
2191 "uniform float4 RefractColor,\n"
2192 "uniform float4 ReflectColor,\n"
2193 "uniform float ReflectFactor,\n"
2194 "uniform float ReflectOffset,\n"
2195 "out float4 gl_FragColor : COLOR\n"
2198 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2199 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2200 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2201 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2202 " // FIXME temporary hack to detect the case that the reflection\n"
2203 " // gets blackened at edges due to leaving the area that contains actual\n"
2205 " // Remove this 'ack once we have a better way to stop this thing from\n"
2207 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2208 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2209 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2210 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2211 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2212 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2216 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2217 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2218 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2221 "#else // !MODE_WATER\n"
2226 "// 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"
2228 "// fragment shader specific:\n"
2229 "#ifdef FRAGMENT_SHADER\n"
2232 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2235 "#ifdef USEFOGHEIGHTTEXTURE\n"
2236 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2237 " fogfrac = fogheightpixel.a;\n"
2238 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2240 "# ifdef USEFOGOUTSIDE\n"
2241 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2243 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2245 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2250 "#ifdef USEOFFSETMAPPING\n"
2251 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2253 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2254 " // 14 sample relief mapping: linear search and then binary search\n"
2255 " // this basically steps forward a small amount repeatedly until it finds\n"
2256 " // itself inside solid, then jitters forward and back using decreasing\n"
2257 " // amounts to find the impact\n"
2258 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2259 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2260 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2261 " float3 RT = float3(TexCoord, 1);\n"
2262 " OffsetVector *= 0.1;\n"
2263 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2264 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2265 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2266 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2267 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2268 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2269 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2270 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2271 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2272 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2273 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2274 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2275 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2276 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2279 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2280 " // this basically moves forward the full distance, and then backs up based\n"
2281 " // on height of samples\n"
2282 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2283 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2284 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2285 " TexCoord += OffsetVector;\n"
2286 " OffsetVector *= 0.333;\n"
2287 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2288 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2289 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2290 " return TexCoord;\n"
2293 "#endif // USEOFFSETMAPPING\n"
2295 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2296 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2297 "# ifdef USESHADOWMAPORTHO\n"
2298 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2300 "# ifdef USESHADOWMAPVSDCT\n"
2301 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2303 " float3 adir = abs(dir);\n"
2304 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2305 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2306 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2309 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2311 " float3 adir = abs(dir);\n"
2312 " float ma = adir.z;\n"
2313 " float4 proj = float4(dir, 2.5);\n"
2314 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2315 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2316 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2317 " 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"
2321 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2323 "#ifdef USESHADOWMAPCUBE\n"
2324 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2326 " float3 adir = abs(dir);\n"
2327 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2331 "# ifdef USESHADOWMAPRECT\n"
2332 "#ifdef USESHADOWMAPVSDCT\n"
2333 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2338 "#ifdef USESHADOWMAPVSDCT\n"
2339 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2341 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2346 "# ifdef USESHADOWMAPPCF\n"
2347 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2348 " 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"
2350 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2355 "# ifdef USESHADOWMAPPCF\n"
2356 "# if USESHADOWMAPPCF > 1\n"
2357 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2358 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2359 " 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"
2360 " 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"
2361 " 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"
2362 " 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"
2363 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2364 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2366 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2367 " float2 offset = frac(shadowmaptc.xy);\n"
2368 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2369 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2370 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2371 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2372 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2375 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2379 "# ifdef USESHADOWMAPORTHO\n"
2380 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2387 "# ifdef USESHADOWMAP2D\n"
2388 "#ifdef USESHADOWMAPVSDCT\n"
2389 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2391 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2394 "#ifdef USESHADOWMAPVSDCT\n"
2395 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2397 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2401 "# ifdef USESHADOWSAMPLER\n"
2402 "# ifdef USESHADOWMAPPCF\n"
2403 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2404 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2405 " 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"
2407 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2410 "# ifdef USESHADOWMAPPCF\n"
2411 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2412 "# ifdef GL_ARB_texture_gather\n"
2413 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2415 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2417 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2418 " center *= ShadowMap_TextureScale;\n"
2419 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2420 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2421 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2422 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2423 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2424 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2425 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2427 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2428 "# if USESHADOWMAPPCF > 1\n"
2429 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2430 " center *= ShadowMap_TextureScale;\n"
2431 " 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"
2432 " 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"
2433 " 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"
2434 " 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"
2435 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2436 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2438 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2439 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2440 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2441 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2442 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2443 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2447 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2450 "# ifdef USESHADOWMAPORTHO\n"
2451 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2458 "# ifdef USESHADOWMAPCUBE\n"
2459 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2461 " // apply depth texture cubemap as light filter\n"
2462 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2464 "# ifdef USESHADOWSAMPLER\n"
2465 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2467 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2472 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2473 "#endif // FRAGMENT_SHADER\n"
2478 "#ifdef MODE_DEFERREDGEOMETRY\n"
2479 "#ifdef VERTEX_SHADER\n"
2482 "float4 gl_Vertex : POSITION,\n"
2483 "uniform float4x4 ModelViewProjectionMatrix,\n"
2484 "#ifdef USEVERTEXTEXTUREBLEND\n"
2485 "float4 gl_Color : COLOR0,\n"
2487 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2488 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2489 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2490 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2491 "uniform float4x4 TexMatrix,\n"
2492 "#ifdef USEVERTEXTEXTUREBLEND\n"
2493 "uniform float4x4 BackgroundTexMatrix,\n"
2495 "uniform float4x4 ModelViewMatrix,\n"
2496 "#ifdef USEOFFSETMAPPING\n"
2497 "uniform float3 EyePosition,\n"
2499 "out float4 gl_Position : POSITION,\n"
2500 "out float4 gl_FrontColor : COLOR,\n"
2501 "out float4 TexCoordBoth : TEXCOORD0,\n"
2502 "#ifdef USEOFFSETMAPPING\n"
2503 "out float3 EyeVector : TEXCOORD2,\n"
2505 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2506 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2507 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2510 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2511 "#ifdef USEVERTEXTEXTUREBLEND\n"
2512 " gl_FrontColor = gl_Color;\n"
2513 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2516 " // transform unnormalized eye direction into tangent space\n"
2517 "#ifdef USEOFFSETMAPPING\n"
2518 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2519 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2520 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2521 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2524 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2525 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2526 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2527 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2529 "#endif // VERTEX_SHADER\n"
2531 "#ifdef FRAGMENT_SHADER\n"
2534 "float4 TexCoordBoth : TEXCOORD0,\n"
2535 "float3 EyeVector : TEXCOORD2,\n"
2536 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2539 "uniform sampler2D Texture_Normal,\n"
2540 "#ifdef USEALPHAKILL\n"
2541 "uniform sampler2D Texture_Color,\n"
2543 "uniform sampler2D Texture_Gloss,\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "uniform sampler2D Texture_SecondaryNormal,\n"
2546 "uniform sampler2D Texture_SecondaryGloss,\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "uniform float OffsetMapping_Scale,\n"
2551 "uniform half SpecularPower,\n"
2552 "out float4 gl_FragColor : COLOR\n"
2555 " float2 TexCoord = TexCoordBoth.xy;\n"
2556 "#ifdef USEOFFSETMAPPING\n"
2557 " // apply offsetmapping\n"
2558 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2559 "#define TexCoord TexCoordOffset\n"
2562 "#ifdef USEALPHAKILL\n"
2563 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2567 "#ifdef USEVERTEXTEXTUREBLEND\n"
2568 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2569 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2570 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2571 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2576 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2578 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2579 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2582 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2584 "#endif // FRAGMENT_SHADER\n"
2585 "#else // !MODE_DEFERREDGEOMETRY\n"
2590 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2591 "#ifdef VERTEX_SHADER\n"
2594 "float4 gl_Vertex : POSITION,\n"
2595 "uniform float4x4 ModelViewProjectionMatrix,\n"
2596 "uniform float4x4 ModelViewMatrix,\n"
2597 "out float4 gl_Position : POSITION,\n"
2598 "out float4 ModelViewPosition : TEXCOORD0\n"
2601 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2602 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2604 "#endif // VERTEX_SHADER\n"
2606 "#ifdef FRAGMENT_SHADER\n"
2609 "float2 Pixel : WPOS,\n"
2610 "float4 ModelViewPosition : TEXCOORD0,\n"
2611 "uniform float4x4 ViewToLight,\n"
2612 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2613 "uniform float3 LightPosition,\n"
2614 "uniform half2 PixelToScreenTexCoord,\n"
2615 "uniform half3 DeferredColor_Ambient,\n"
2616 "uniform half3 DeferredColor_Diffuse,\n"
2617 "#ifdef USESPECULAR\n"
2618 "uniform half3 DeferredColor_Specular,\n"
2619 "uniform half SpecularPower,\n"
2621 "uniform sampler2D Texture_Attenuation,\n"
2622 "uniform sampler2D Texture_ScreenDepth,\n"
2623 "uniform sampler2D Texture_ScreenNormalMap,\n"
2625 "#ifdef USECUBEFILTER\n"
2626 "uniform samplerCUBE Texture_Cube,\n"
2629 "#ifdef USESHADOWMAPRECT\n"
2630 "# ifdef USESHADOWSAMPLER\n"
2631 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2633 "uniform samplerRECT Texture_ShadowMapRect,\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2641 "uniform sampler2D Texture_ShadowMap2D,\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection,\n"
2649 "#ifdef USESHADOWMAPCUBE\n"
2650 "# ifdef USESHADOWSAMPLER\n"
2651 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2653 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2657 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2658 "uniform float2 ShadowMap_TextureScale,\n"
2659 "uniform float4 ShadowMap_Parameters,\n"
2662 "out float4 gl_FragData0 : COLOR0,\n"
2663 "out float4 gl_FragData1 : COLOR1\n"
2666 " // calculate viewspace pixel position\n"
2667 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2668 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2669 " float3 position;\n"
2670 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2671 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2672 " // decode viewspace pixel normal\n"
2673 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2674 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2675 " // surfacenormal = pixel normal in viewspace\n"
2676 " // LightVector = pixel to light in viewspace\n"
2677 " // CubeVector = position in lightspace\n"
2678 " // eyevector = pixel to view in viewspace\n"
2679 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2680 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2681 "#ifdef USEDIFFUSE\n"
2682 " // calculate diffuse shading\n"
2683 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2684 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2686 "#ifdef USESPECULAR\n"
2687 " // calculate directional shading\n"
2688 " float3 eyevector = position * -1.0;\n"
2689 "# ifdef USEEXACTSPECULARMATH\n"
2690 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2692 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2693 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2697 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2698 " fade *= ShadowMapCompare(CubeVector,\n"
2699 "# if defined(USESHADOWMAP2D)\n"
2700 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2702 "# if defined(USESHADOWMAPRECT)\n"
2703 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2705 "# if defined(USESHADOWMAPCUBE)\n"
2706 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2709 "#ifdef USESHADOWMAPVSDCT\n"
2710 ", Texture_CubeProjection\n"
2715 "#ifdef USEDIFFUSE\n"
2716 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2718 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2720 "#ifdef USESPECULAR\n"
2721 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2723 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2726 "# ifdef USECUBEFILTER\n"
2727 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2728 " gl_FragData0.rgb *= cubecolor;\n"
2729 " gl_FragData1.rgb *= cubecolor;\n"
2732 "#endif // FRAGMENT_SHADER\n"
2733 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2738 "#ifdef VERTEX_SHADER\n"
2741 "float4 gl_Vertex : POSITION,\n"
2742 "uniform float4x4 ModelViewProjectionMatrix,\n"
2743 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2744 "float4 gl_Color : COLOR0,\n"
2746 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2747 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2748 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2749 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2750 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2752 "uniform float3 EyePosition,\n"
2753 "uniform float4x4 TexMatrix,\n"
2754 "#ifdef USEVERTEXTEXTUREBLEND\n"
2755 "uniform float4x4 BackgroundTexMatrix,\n"
2757 "#ifdef MODE_LIGHTSOURCE\n"
2758 "uniform float4x4 ModelToLight,\n"
2760 "#ifdef MODE_LIGHTSOURCE\n"
2761 "uniform float3 LightPosition,\n"
2763 "#ifdef MODE_LIGHTDIRECTION\n"
2764 "uniform float3 LightDir,\n"
2766 "uniform float4 FogPlane,\n"
2767 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2768 "uniform float3 LightPosition,\n"
2770 "#ifdef USESHADOWMAPORTHO\n"
2771 "uniform float4x4 ShadowMapMatrix,\n"
2774 "out float4 gl_FrontColor : COLOR,\n"
2775 "out float4 TexCoordBoth : TEXCOORD0,\n"
2776 "#ifdef USELIGHTMAP\n"
2777 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#ifdef USEEYEVECTOR\n"
2780 "out float3 EyeVector : TEXCOORD2,\n"
2782 "#ifdef USEREFLECTION\n"
2783 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2786 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2789 "out float3 LightVector : TEXCOORD1,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "out float3 CubeVector : TEXCOORD3,\n"
2794 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2795 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2796 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2797 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2799 "#ifdef USESHADOWMAPORTHO\n"
2800 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2802 "out float4 gl_Position : POSITION\n"
2805 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2806 " gl_FrontColor = gl_Color;\n"
2808 " // copy the surface texcoord\n"
2809 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2810 "#ifdef USEVERTEXTEXTUREBLEND\n"
2811 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2813 "#ifdef USELIGHTMAP\n"
2814 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2817 "#ifdef MODE_LIGHTSOURCE\n"
2818 " // transform vertex position into light attenuation/cubemap space\n"
2819 " // (-1 to +1 across the light box)\n"
2820 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2822 "# ifdef USEDIFFUSE\n"
2823 " // transform unnormalized light direction into tangent space\n"
2824 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2825 " // normalize it per pixel)\n"
2826 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2827 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2828 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2829 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2833 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2834 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2835 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2836 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2839 " // transform unnormalized eye direction into tangent space\n"
2840 "#ifdef USEEYEVECTOR\n"
2841 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2842 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2843 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2844 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2848 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2849 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2852 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2853 " VectorS = gl_MultiTexCoord1.xyz;\n"
2854 " VectorT = gl_MultiTexCoord2.xyz;\n"
2855 " VectorR = gl_MultiTexCoord3.xyz;\n"
2858 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2859 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2861 "#ifdef USESHADOWMAPORTHO\n"
2862 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2865 "#ifdef USEREFLECTION\n"
2866 " ModelViewProjectionPosition = gl_Position;\n"
2869 "#endif // VERTEX_SHADER\n"
2874 "#ifdef FRAGMENT_SHADER\n"
2877 "#ifdef USEDEFERREDLIGHTMAP\n"
2878 "float2 Pixel : WPOS,\n"
2880 "float4 gl_FrontColor : COLOR,\n"
2881 "float4 TexCoordBoth : TEXCOORD0,\n"
2882 "#ifdef USELIGHTMAP\n"
2883 "float2 TexCoordLightmap : TEXCOORD1,\n"
2885 "#ifdef USEEYEVECTOR\n"
2886 "float3 EyeVector : TEXCOORD2,\n"
2888 "#ifdef USEREFLECTION\n"
2889 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2892 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2895 "float3 LightVector : TEXCOORD1,\n"
2897 "#ifdef MODE_LIGHTSOURCE\n"
2898 "float3 CubeVector : TEXCOORD3,\n"
2900 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2901 "float4 ModelViewPosition : TEXCOORD0,\n"
2903 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2904 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2905 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2906 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2908 "#ifdef USESHADOWMAPORTHO\n"
2909 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2912 "uniform sampler2D Texture_Normal,\n"
2913 "uniform sampler2D Texture_Color,\n"
2914 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2915 "uniform sampler2D Texture_Gloss,\n"
2918 "uniform sampler2D Texture_Glow,\n"
2920 "#ifdef USEVERTEXTEXTUREBLEND\n"
2921 "uniform sampler2D Texture_SecondaryNormal,\n"
2922 "uniform sampler2D Texture_SecondaryColor,\n"
2923 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2924 "uniform sampler2D Texture_SecondaryGloss,\n"
2927 "uniform sampler2D Texture_SecondaryGlow,\n"
2930 "#ifdef USECOLORMAPPING\n"
2931 "uniform sampler2D Texture_Pants,\n"
2932 "uniform sampler2D Texture_Shirt,\n"
2935 "uniform sampler2D Texture_FogHeightTexture,\n"
2936 "uniform sampler2D Texture_FogMask,\n"
2938 "#ifdef USELIGHTMAP\n"
2939 "uniform sampler2D Texture_Lightmap,\n"
2941 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2942 "uniform sampler2D Texture_Deluxemap,\n"
2944 "#ifdef USEREFLECTION\n"
2945 "uniform sampler2D Texture_Reflection,\n"
2948 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2949 "uniform sampler2D Texture_ScreenDepth,\n"
2950 "uniform sampler2D Texture_ScreenNormalMap,\n"
2952 "#ifdef USEDEFERREDLIGHTMAP\n"
2953 "uniform sampler2D Texture_ScreenDiffuse,\n"
2954 "uniform sampler2D Texture_ScreenSpecular,\n"
2957 "#ifdef USECOLORMAPPING\n"
2958 "uniform half3 Color_Pants,\n"
2959 "uniform half3 Color_Shirt,\n"
2962 "uniform float3 FogColor,\n"
2963 "uniform float FogRangeRecip,\n"
2964 "uniform float FogPlaneViewDist,\n"
2965 "uniform float FogHeightFade,\n"
2968 "#ifdef USEOFFSETMAPPING\n"
2969 "uniform float OffsetMapping_Scale,\n"
2972 "#ifdef USEDEFERREDLIGHTMAP\n"
2973 "uniform half2 PixelToScreenTexCoord,\n"
2974 "uniform half3 DeferredMod_Diffuse,\n"
2975 "uniform half3 DeferredMod_Specular,\n"
2977 "uniform half3 Color_Ambient,\n"
2978 "uniform half3 Color_Diffuse,\n"
2979 "uniform half3 Color_Specular,\n"
2980 "uniform half SpecularPower,\n"
2982 "uniform half3 Color_Glow,\n"
2984 "uniform half Alpha,\n"
2985 "#ifdef USEREFLECTION\n"
2986 "uniform float4 DistortScaleRefractReflect,\n"
2987 "uniform float4 ScreenScaleRefractReflect,\n"
2988 "uniform float4 ScreenCenterRefractReflect,\n"
2989 "uniform half4 ReflectColor,\n"
2991 "#ifdef USEREFLECTCUBE\n"
2992 "uniform float4x4 ModelToReflectCube,\n"
2993 "uniform sampler2D Texture_ReflectMask,\n"
2994 "uniform samplerCUBE Texture_ReflectCube,\n"
2996 "#ifdef MODE_LIGHTDIRECTION\n"
2997 "uniform half3 LightColor,\n"
2999 "#ifdef MODE_LIGHTSOURCE\n"
3000 "uniform half3 LightColor,\n"
3003 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3004 "uniform sampler2D Texture_Attenuation,\n"
3005 "uniform samplerCUBE Texture_Cube,\n"
3008 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3010 "#ifdef USESHADOWMAPRECT\n"
3011 "# ifdef USESHADOWSAMPLER\n"
3012 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3014 "uniform samplerRECT Texture_ShadowMapRect,\n"
3018 "#ifdef USESHADOWMAP2D\n"
3019 "# ifdef USESHADOWSAMPLER\n"
3020 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3022 "uniform sampler2D Texture_ShadowMap2D,\n"
3026 "#ifdef USESHADOWMAPVSDCT\n"
3027 "uniform samplerCUBE Texture_CubeProjection,\n"
3030 "#ifdef USESHADOWMAPCUBE\n"
3031 "# ifdef USESHADOWSAMPLER\n"
3032 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3034 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3039 "uniform float2 ShadowMap_TextureScale,\n"
3040 "uniform float4 ShadowMap_Parameters,\n"
3042 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3044 "out float4 gl_FragColor : COLOR\n"
3047 " float2 TexCoord = TexCoordBoth.xy;\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3051 "#ifdef USEOFFSETMAPPING\n"
3052 " // apply offsetmapping\n"
3053 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3054 "#define TexCoord TexCoordOffset\n"
3057 " // combine the diffuse textures (base, pants, shirt)\n"
3058 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3059 "#ifdef USEALPHAKILL\n"
3060 " if (color.a < 0.5)\n"
3063 " color.a *= Alpha;\n"
3064 "#ifdef USECOLORMAPPING\n"
3065 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3067 "#ifdef USEVERTEXTEXTUREBLEND\n"
3068 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3069 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3070 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3071 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3073 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3076 " // get the surface normal\n"
3077 "#ifdef USEVERTEXTEXTUREBLEND\n"
3078 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3080 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3083 " // get the material colors\n"
3084 " half3 diffusetex = color.rgb;\n"
3085 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3086 "# ifdef USEVERTEXTEXTUREBLEND\n"
3087 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3089 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3093 "#ifdef USEREFLECTCUBE\n"
3094 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3095 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3096 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3097 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3103 "#ifdef MODE_LIGHTSOURCE\n"
3104 " // light source\n"
3105 "#ifdef USEDIFFUSE\n"
3106 " half3 lightnormal = half3(normalize(LightVector));\n"
3107 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3108 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3109 "#ifdef USESPECULAR\n"
3110 "#ifdef USEEXACTSPECULARMATH\n"
3111 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3113 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3114 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3116 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3119 " color.rgb = diffusetex * Color_Ambient;\n"
3121 " color.rgb *= LightColor;\n"
3122 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3123 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3124 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3125 "# if defined(USESHADOWMAP2D)\n"
3126 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3128 "# if defined(USESHADOWMAPRECT)\n"
3129 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3131 "# if defined(USESHADOWMAPCUBE)\n"
3132 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3135 "#ifdef USESHADOWMAPVSDCT\n"
3136 ", Texture_CubeProjection\n"
3141 "# ifdef USECUBEFILTER\n"
3142 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3144 "#endif // MODE_LIGHTSOURCE\n"
3149 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "#ifdef USEDIFFUSE\n"
3152 " half3 lightnormal = half3(normalize(LightVector));\n"
3154 "#define lightcolor LightColor\n"
3155 "#endif // MODE_LIGHTDIRECTION\n"
3156 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3158 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3159 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3160 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3161 " // convert modelspace light vector to tangentspace\n"
3162 " half3 lightnormal;\n"
3163 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3164 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3165 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3166 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3167 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3168 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3169 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3170 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3171 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3172 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3173 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3174 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3175 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3176 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3177 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3179 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3180 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3181 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3187 "#ifdef MODE_LIGHTMAP\n"
3188 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3189 "#endif // MODE_LIGHTMAP\n"
3190 "#ifdef MODE_VERTEXCOLOR\n"
3191 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_VERTEXCOLOR\n"
3193 "#ifdef MODE_FLATCOLOR\n"
3194 " color.rgb = diffusetex * Color_Ambient;\n"
3195 "#endif // MODE_FLATCOLOR\n"
3201 "# ifdef USEDIFFUSE\n"
3202 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3203 "# ifdef USESPECULAR\n"
3204 "# ifdef USEEXACTSPECULARMATH\n"
3205 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3207 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3208 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3210 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3212 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3215 " color.rgb = diffusetex * Color_Ambient;\n"
3219 "#ifdef USESHADOWMAPORTHO\n"
3220 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3221 "# if defined(USESHADOWMAP2D)\n"
3222 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3224 "# if defined(USESHADOWMAPRECT)\n"
3225 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3230 "#ifdef USEDEFERREDLIGHTMAP\n"
3231 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3232 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3233 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3237 "#ifdef USEVERTEXTEXTUREBLEND\n"
3238 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3240 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3245 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3248 " // 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"
3249 "#ifdef USEREFLECTION\n"
3250 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3251 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3252 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3253 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3254 " // FIXME temporary hack to detect the case that the reflection\n"
3255 " // gets blackened at edges due to leaving the area that contains actual\n"
3257 " // Remove this 'ack once we have a better way to stop this thing from\n"
3259 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3261 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3262 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3263 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3264 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3267 " gl_FragColor = float4(color);\n"
3269 "#endif // FRAGMENT_SHADER\n"
3271 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3272 "#endif // !MODE_DEFERREDGEOMETRY\n"
3273 "#endif // !MODE_WATER\n"
3274 "#endif // !MODE_REFRACTION\n"
3275 "#endif // !MODE_BLOOMBLUR\n"
3276 "#endif // !MODE_GENERIC\n"
3277 "#endif // !MODE_POSTPROCESS\n"
3278 "#endif // !MODE_SHOWDEPTH\n"
3279 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3282 char *glslshaderstring = NULL;
3283 char *cgshaderstring = NULL;
3285 //=======================================================================================================================================================
3287 typedef struct shaderpermutationinfo_s
3289 const char *pretext;
3292 shaderpermutationinfo_t;
3294 typedef struct shadermodeinfo_s
3296 const char *vertexfilename;
3297 const char *geometryfilename;
3298 const char *fragmentfilename;
3299 const char *pretext;
3304 typedef enum shaderpermutation_e
3306 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3307 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3308 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3309 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3310 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3311 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3312 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3313 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3314 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3315 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3316 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3317 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3318 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3319 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3320 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3321 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3322 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3323 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3324 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3325 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3326 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3327 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3328 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3329 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3330 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3331 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3332 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3333 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3334 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3335 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3336 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3338 shaderpermutation_t;
3340 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3341 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3343 {"#define USEDIFFUSE\n", " diffuse"},
3344 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3345 {"#define USEVIEWTINT\n", " viewtint"},
3346 {"#define USECOLORMAPPING\n", " colormapping"},
3347 {"#define USESATURATION\n", " saturation"},
3348 {"#define USEFOGINSIDE\n", " foginside"},
3349 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3350 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3351 {"#define USEGAMMARAMPS\n", " gammaramps"},
3352 {"#define USECUBEFILTER\n", " cubefilter"},
3353 {"#define USEGLOW\n", " glow"},
3354 {"#define USEBLOOM\n", " bloom"},
3355 {"#define USESPECULAR\n", " specular"},
3356 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3357 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3358 {"#define USEREFLECTION\n", " reflection"},
3359 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3360 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3361 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3362 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3363 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3364 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3365 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3366 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3367 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3368 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3369 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3370 {"#define USEALPHAKILL\n", " alphakill"},
3371 {"#define USEREFLECTCUBE\n", " reflectcube"},
3374 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3375 typedef enum shadermode_e
3377 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3378 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3379 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3380 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3381 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3382 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3383 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3384 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3385 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3386 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3387 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3388 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3389 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3390 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3391 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3396 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3397 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3401 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3411 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3412 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3413 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3417 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3421 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3432 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3433 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3437 struct r_glsl_permutation_s;
3438 typedef struct r_glsl_permutation_s
3440 /// hash lookup data
3441 struct r_glsl_permutation_s *hashnext;
3443 unsigned int permutation;
3445 /// indicates if we have tried compiling this permutation already
3447 /// 0 if compilation failed
3449 /// locations of detected uniforms in program object, or -1 if not found
3450 int loc_Texture_First;
3451 int loc_Texture_Second;
3452 int loc_Texture_GammaRamps;
3453 int loc_Texture_Normal;
3454 int loc_Texture_Color;
3455 int loc_Texture_Gloss;
3456 int loc_Texture_Glow;
3457 int loc_Texture_SecondaryNormal;
3458 int loc_Texture_SecondaryColor;
3459 int loc_Texture_SecondaryGloss;
3460 int loc_Texture_SecondaryGlow;
3461 int loc_Texture_Pants;
3462 int loc_Texture_Shirt;
3463 int loc_Texture_FogHeightTexture;
3464 int loc_Texture_FogMask;
3465 int loc_Texture_Lightmap;
3466 int loc_Texture_Deluxemap;
3467 int loc_Texture_Attenuation;
3468 int loc_Texture_Cube;
3469 int loc_Texture_Refraction;
3470 int loc_Texture_Reflection;
3471 int loc_Texture_ShadowMapRect;
3472 int loc_Texture_ShadowMapCube;
3473 int loc_Texture_ShadowMap2D;
3474 int loc_Texture_CubeProjection;
3475 int loc_Texture_ScreenDepth;
3476 int loc_Texture_ScreenNormalMap;
3477 int loc_Texture_ScreenDiffuse;
3478 int loc_Texture_ScreenSpecular;
3479 int loc_Texture_ReflectMask;
3480 int loc_Texture_ReflectCube;
3482 int loc_BloomBlur_Parameters;
3484 int loc_Color_Ambient;
3485 int loc_Color_Diffuse;
3486 int loc_Color_Specular;
3488 int loc_Color_Pants;
3489 int loc_Color_Shirt;
3490 int loc_DeferredColor_Ambient;
3491 int loc_DeferredColor_Diffuse;
3492 int loc_DeferredColor_Specular;
3493 int loc_DeferredMod_Diffuse;
3494 int loc_DeferredMod_Specular;
3495 int loc_DistortScaleRefractReflect;
3496 int loc_EyePosition;
3498 int loc_FogHeightFade;
3500 int loc_FogPlaneViewDist;
3501 int loc_FogRangeRecip;
3504 int loc_LightPosition;
3505 int loc_OffsetMapping_Scale;
3507 int loc_ReflectColor;
3508 int loc_ReflectFactor;
3509 int loc_ReflectOffset;
3510 int loc_RefractColor;
3512 int loc_ScreenCenterRefractReflect;
3513 int loc_ScreenScaleRefractReflect;
3514 int loc_ScreenToDepth;
3515 int loc_ShadowMap_Parameters;
3516 int loc_ShadowMap_TextureScale;
3517 int loc_SpecularPower;
3522 int loc_ViewTintColor;
3523 int loc_ViewToLight;
3524 int loc_ModelToLight;
3526 int loc_BackgroundTexMatrix;
3527 int loc_ModelViewProjectionMatrix;
3528 int loc_ModelViewMatrix;
3529 int loc_PixelToScreenTexCoord;
3530 int loc_ModelToReflectCube;
3531 int loc_ShadowMapMatrix;
3533 r_glsl_permutation_t;
3535 #define SHADERPERMUTATION_HASHSIZE 256
3537 /// information about each possible shader permutation
3538 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3539 /// currently selected permutation
3540 r_glsl_permutation_t *r_glsl_permutation;
3541 /// storage for permutations linked in the hash table
3542 memexpandablearray_t r_glsl_permutationarray;
3544 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3546 //unsigned int hashdepth = 0;
3547 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3548 r_glsl_permutation_t *p;
3549 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3551 if (p->mode == mode && p->permutation == permutation)
3553 //if (hashdepth > 10)
3554 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3559 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3561 p->permutation = permutation;
3562 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3563 r_glsl_permutationhash[mode][hashindex] = p;
3564 //if (hashdepth > 10)
3565 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3569 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3572 if (!filename || !filename[0])
3574 if (!strcmp(filename, "glsl/default.glsl"))
3576 if (!glslshaderstring)
3578 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3579 if (glslshaderstring)
3580 Con_DPrintf("Loading shaders from file %s...\n", filename);
3582 glslshaderstring = (char *)builtinshaderstring;
3584 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3585 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3586 return shaderstring;
3588 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3591 if (printfromdisknotice)
3592 Con_DPrintf("from disk %s... ", filename);
3593 return shaderstring;
3595 return shaderstring;
3598 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3601 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3602 int vertstrings_count = 0;
3603 int geomstrings_count = 0;
3604 int fragstrings_count = 0;
3605 char *vertexstring, *geometrystring, *fragmentstring;
3606 const char *vertstrings_list[32+3];
3607 const char *geomstrings_list[32+3];
3608 const char *fragstrings_list[32+3];
3609 char permutationname[256];
3616 permutationname[0] = 0;
3617 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3618 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3619 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3621 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3623 // the first pretext is which type of shader to compile as
3624 // (later these will all be bound together as a program object)
3625 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3626 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3627 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3629 // the second pretext is the mode (for example a light source)
3630 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3631 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3632 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3633 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3635 // now add all the permutation pretexts
3636 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3638 if (permutation & (1<<i))
3640 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3641 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3642 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3643 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3647 // keep line numbers correct
3648 vertstrings_list[vertstrings_count++] = "\n";
3649 geomstrings_list[geomstrings_count++] = "\n";
3650 fragstrings_list[fragstrings_count++] = "\n";
3654 // now append the shader text itself
3655 vertstrings_list[vertstrings_count++] = vertexstring;
3656 geomstrings_list[geomstrings_count++] = geometrystring;
3657 fragstrings_list[fragstrings_count++] = fragmentstring;
3659 // if any sources were NULL, clear the respective list
3661 vertstrings_count = 0;
3662 if (!geometrystring)
3663 geomstrings_count = 0;
3664 if (!fragmentstring)
3665 fragstrings_count = 0;
3667 // compile the shader program
3668 if (vertstrings_count + geomstrings_count + fragstrings_count)
3669 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3673 qglUseProgramObjectARB(p->program);CHECKGLERROR
3674 // look up all the uniform variable names we care about, so we don't
3675 // have to look them up every time we set them
3677 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3678 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3679 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3680 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3681 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3682 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3683 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3684 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3685 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3686 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3687 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3688 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3689 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3690 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3691 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3692 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3693 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3694 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3695 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3696 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3697 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3698 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3699 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3700 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3701 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3702 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3703 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3704 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3705 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3706 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3707 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3708 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3709 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3710 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3711 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3712 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3713 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3714 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3715 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3716 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3717 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3718 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3719 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3720 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3721 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3722 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3723 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3724 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3725 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3726 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3727 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3728 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3730 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3731 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3732 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3733 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3734 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3735 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3736 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3737 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3738 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3739 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3740 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3741 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3742 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3743 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3744 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3745 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3746 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3747 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3748 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3749 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3750 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3751 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3752 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3753 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3754 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3755 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3756 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3757 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3758 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3759 // initialize the samplers to refer to the texture units we use
3760 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3761 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3762 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3763 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3764 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3765 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3766 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3767 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3768 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3769 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3770 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3771 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3772 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3773 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3774 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3775 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3776 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3777 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3778 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3779 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3780 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3781 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3782 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3783 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3784 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3785 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3786 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3787 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3788 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3789 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3790 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3792 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3795 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3799 Mem_Free(vertexstring);
3801 Mem_Free(geometrystring);
3803 Mem_Free(fragmentstring);
3806 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3808 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3809 if (r_glsl_permutation != perm)
3811 r_glsl_permutation = perm;
3812 if (!r_glsl_permutation->program)
3814 if (!r_glsl_permutation->compiled)
3815 R_GLSL_CompilePermutation(perm, mode, permutation);
3816 if (!r_glsl_permutation->program)
3818 // remove features until we find a valid permutation
3820 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3822 // reduce i more quickly whenever it would not remove any bits
3823 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3824 if (!(permutation & j))
3827 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3828 if (!r_glsl_permutation->compiled)
3829 R_GLSL_CompilePermutation(perm, mode, permutation);
3830 if (r_glsl_permutation->program)
3833 if (i >= SHADERPERMUTATION_COUNT)
3835 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3836 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3837 qglUseProgramObjectARB(0);CHECKGLERROR
3838 return; // no bit left to clear, entire mode is broken
3843 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3845 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3846 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3847 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3851 #include <Cg/cgGL.h>
3852 struct r_cg_permutation_s;
3853 typedef struct r_cg_permutation_s
3855 /// hash lookup data
3856 struct r_cg_permutation_s *hashnext;
3858 unsigned int permutation;
3860 /// indicates if we have tried compiling this permutation already
3862 /// 0 if compilation failed
3865 /// locations of detected parameters in programs, or NULL if not found
3866 CGparameter vp_EyePosition;
3867 CGparameter vp_FogPlane;
3868 CGparameter vp_LightDir;
3869 CGparameter vp_LightPosition;
3870 CGparameter vp_ModelToLight;
3871 CGparameter vp_TexMatrix;
3872 CGparameter vp_BackgroundTexMatrix;
3873 CGparameter vp_ModelViewProjectionMatrix;
3874 CGparameter vp_ModelViewMatrix;
3875 CGparameter vp_ShadowMapMatrix;
3877 CGparameter fp_Texture_First;
3878 CGparameter fp_Texture_Second;
3879 CGparameter fp_Texture_GammaRamps;
3880 CGparameter fp_Texture_Normal;
3881 CGparameter fp_Texture_Color;
3882 CGparameter fp_Texture_Gloss;
3883 CGparameter fp_Texture_Glow;
3884 CGparameter fp_Texture_SecondaryNormal;
3885 CGparameter fp_Texture_SecondaryColor;
3886 CGparameter fp_Texture_SecondaryGloss;
3887 CGparameter fp_Texture_SecondaryGlow;
3888 CGparameter fp_Texture_Pants;
3889 CGparameter fp_Texture_Shirt;
3890 CGparameter fp_Texture_FogHeightTexture;
3891 CGparameter fp_Texture_FogMask;
3892 CGparameter fp_Texture_Lightmap;
3893 CGparameter fp_Texture_Deluxemap;
3894 CGparameter fp_Texture_Attenuation;
3895 CGparameter fp_Texture_Cube;
3896 CGparameter fp_Texture_Refraction;
3897 CGparameter fp_Texture_Reflection;
3898 CGparameter fp_Texture_ShadowMapRect;
3899 CGparameter fp_Texture_ShadowMapCube;
3900 CGparameter fp_Texture_ShadowMap2D;
3901 CGparameter fp_Texture_CubeProjection;
3902 CGparameter fp_Texture_ScreenDepth;
3903 CGparameter fp_Texture_ScreenNormalMap;
3904 CGparameter fp_Texture_ScreenDiffuse;
3905 CGparameter fp_Texture_ScreenSpecular;
3906 CGparameter fp_Texture_ReflectMask;
3907 CGparameter fp_Texture_ReflectCube;
3908 CGparameter fp_Alpha;
3909 CGparameter fp_BloomBlur_Parameters;
3910 CGparameter fp_ClientTime;
3911 CGparameter fp_Color_Ambient;
3912 CGparameter fp_Color_Diffuse;
3913 CGparameter fp_Color_Specular;
3914 CGparameter fp_Color_Glow;
3915 CGparameter fp_Color_Pants;
3916 CGparameter fp_Color_Shirt;
3917 CGparameter fp_DeferredColor_Ambient;
3918 CGparameter fp_DeferredColor_Diffuse;
3919 CGparameter fp_DeferredColor_Specular;
3920 CGparameter fp_DeferredMod_Diffuse;
3921 CGparameter fp_DeferredMod_Specular;
3922 CGparameter fp_DistortScaleRefractReflect;
3923 CGparameter fp_EyePosition;
3924 CGparameter fp_FogColor;
3925 CGparameter fp_FogHeightFade;
3926 CGparameter fp_FogPlane;
3927 CGparameter fp_FogPlaneViewDist;
3928 CGparameter fp_FogRangeRecip;
3929 CGparameter fp_LightColor;
3930 CGparameter fp_LightDir;
3931 CGparameter fp_LightPosition;
3932 CGparameter fp_OffsetMapping_Scale;
3933 CGparameter fp_PixelSize;
3934 CGparameter fp_ReflectColor;
3935 CGparameter fp_ReflectFactor;
3936 CGparameter fp_ReflectOffset;
3937 CGparameter fp_RefractColor;
3938 CGparameter fp_Saturation;
3939 CGparameter fp_ScreenCenterRefractReflect;
3940 CGparameter fp_ScreenScaleRefractReflect;
3941 CGparameter fp_ScreenToDepth;
3942 CGparameter fp_ShadowMap_Parameters;
3943 CGparameter fp_ShadowMap_TextureScale;
3944 CGparameter fp_SpecularPower;
3945 CGparameter fp_UserVec1;
3946 CGparameter fp_UserVec2;
3947 CGparameter fp_UserVec3;
3948 CGparameter fp_UserVec4;
3949 CGparameter fp_ViewTintColor;
3950 CGparameter fp_ViewToLight;
3951 CGparameter fp_PixelToScreenTexCoord;
3952 CGparameter fp_ModelToReflectCube;
3956 /// information about each possible shader permutation
3957 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3958 /// currently selected permutation
3959 r_cg_permutation_t *r_cg_permutation;
3960 /// storage for permutations linked in the hash table
3961 memexpandablearray_t r_cg_permutationarray;
3963 #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));}}
3965 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3967 //unsigned int hashdepth = 0;
3968 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3969 r_cg_permutation_t *p;
3970 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3972 if (p->mode == mode && p->permutation == permutation)
3974 //if (hashdepth > 10)
3975 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3980 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3982 p->permutation = permutation;
3983 p->hashnext = r_cg_permutationhash[mode][hashindex];
3984 r_cg_permutationhash[mode][hashindex] = p;
3985 //if (hashdepth > 10)
3986 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3990 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3993 if (!filename || !filename[0])
3995 if (!strcmp(filename, "cg/default.cg"))
3997 if (!cgshaderstring)
3999 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4001 Con_DPrintf("Loading shaders from file %s...\n", filename);
4003 cgshaderstring = (char *)builtincgshaderstring;
4005 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4006 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4007 return shaderstring;
4009 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4012 if (printfromdisknotice)
4013 Con_DPrintf("from disk %s... ", filename);
4014 return shaderstring;
4016 return shaderstring;
4019 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4021 // TODO: load or create .fp and .vp shader files
4024 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4027 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4028 int vertstrings_count = 0, vertstring_length = 0;
4029 int geomstrings_count = 0, geomstring_length = 0;
4030 int fragstrings_count = 0, fragstring_length = 0;
4032 char *vertexstring, *geometrystring, *fragmentstring;
4033 char *vertstring, *geomstring, *fragstring;
4034 const char *vertstrings_list[32+3];
4035 const char *geomstrings_list[32+3];
4036 const char *fragstrings_list[32+3];
4037 char permutationname[256];
4038 char cachename[256];
4039 CGprofile vertexProfile;
4040 CGprofile fragmentProfile;
4048 permutationname[0] = 0;
4050 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4051 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4052 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4054 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4055 strlcat(cachename, "cg/", sizeof(cachename));
4057 // the first pretext is which type of shader to compile as
4058 // (later these will all be bound together as a program object)
4059 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4060 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4061 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4063 // the second pretext is the mode (for example a light source)
4064 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4065 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4066 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4067 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4068 strlcat(cachename, modeinfo->name, sizeof(cachename));
4070 // now add all the permutation pretexts
4071 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4073 if (permutation & (1<<i))
4075 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4076 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4077 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4078 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4079 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4083 // keep line numbers correct
4084 vertstrings_list[vertstrings_count++] = "\n";
4085 geomstrings_list[geomstrings_count++] = "\n";
4086 fragstrings_list[fragstrings_count++] = "\n";
4090 // replace spaces in the cachename with _ characters
4091 for (i = 0;cachename[i];i++)
4092 if (cachename[i] == ' ')
4095 // now append the shader text itself
4096 vertstrings_list[vertstrings_count++] = vertexstring;
4097 geomstrings_list[geomstrings_count++] = geometrystring;
4098 fragstrings_list[fragstrings_count++] = fragmentstring;
4100 // if any sources were NULL, clear the respective list
4102 vertstrings_count = 0;
4103 if (!geometrystring)
4104 geomstrings_count = 0;
4105 if (!fragmentstring)
4106 fragstrings_count = 0;
4108 vertstring_length = 0;
4109 for (i = 0;i < vertstrings_count;i++)
4110 vertstring_length += strlen(vertstrings_list[i]);
4111 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4112 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4113 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4115 geomstring_length = 0;
4116 for (i = 0;i < geomstrings_count;i++)
4117 geomstring_length += strlen(geomstrings_list[i]);
4118 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4119 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4120 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4122 fragstring_length = 0;
4123 for (i = 0;i < fragstrings_count;i++)
4124 fragstring_length += strlen(fragstrings_list[i]);
4125 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4126 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4127 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4131 //vertexProfile = CG_PROFILE_ARBVP1;
4132 //fragmentProfile = CG_PROFILE_ARBFP1;
4133 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4134 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4135 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4136 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4137 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4140 // try to load the cached shader, or generate one
4141 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4143 // if caching failed, do a dynamic compile for now
4145 if (vertstring[0] && !p->vprogram)
4146 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4148 if (fragstring[0] && !p->fprogram)
4149 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4152 // look up all the uniform variable names we care about, so we don't
4153 // have to look them up every time we set them
4157 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4158 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4159 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4160 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4161 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4162 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4163 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4164 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4165 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4166 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4167 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4168 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4174 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4175 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4176 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4177 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4178 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4179 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4180 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4181 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4182 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4183 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4184 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4185 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4186 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4187 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4188 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4189 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4190 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4191 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4192 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4193 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4194 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4195 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4196 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4197 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4198 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4199 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4200 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4201 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4202 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4203 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4204 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4205 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4206 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4207 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4208 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4209 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4210 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4211 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4212 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4213 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4214 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4215 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4216 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4217 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4218 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4219 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4220 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4221 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4222 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4223 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4224 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4225 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4226 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4227 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4228 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4229 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4230 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4231 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4232 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4233 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4234 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4235 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4236 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4237 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4238 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4239 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4240 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4241 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4242 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4243 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4244 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4245 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4246 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4247 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4248 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4249 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4250 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4251 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4255 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4256 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4258 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4262 Mem_Free(vertstring);
4264 Mem_Free(geomstring);
4266 Mem_Free(fragstring);
4268 Mem_Free(vertexstring);
4270 Mem_Free(geometrystring);
4272 Mem_Free(fragmentstring);
4275 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4277 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4280 if (r_cg_permutation != perm)
4282 r_cg_permutation = perm;
4283 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4285 if (!r_cg_permutation->compiled)
4286 R_CG_CompilePermutation(perm, mode, permutation);
4287 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4289 // remove features until we find a valid permutation
4291 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4293 // reduce i more quickly whenever it would not remove any bits
4294 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4295 if (!(permutation & j))
4298 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4299 if (!r_cg_permutation->compiled)
4300 R_CG_CompilePermutation(perm, mode, permutation);
4301 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4304 if (i >= SHADERPERMUTATION_COUNT)
4306 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4307 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4308 return; // no bit left to clear, entire mode is broken
4314 if (r_cg_permutation->vprogram)
4316 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4317 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4322 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4323 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4325 if (r_cg_permutation->fprogram)
4327 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4328 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4329 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4338 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4339 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4340 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4343 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4345 cgGLSetTextureParameter(param, R_GetTexture(tex));
4346 cgGLEnableTextureParameter(param);
4350 void R_GLSL_Restart_f(void)
4352 unsigned int i, limit;
4353 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4354 Mem_Free(glslshaderstring);
4355 glslshaderstring = NULL;
4356 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4357 Mem_Free(cgshaderstring);
4358 cgshaderstring = NULL;
4359 switch(vid.renderpath)
4361 case RENDERPATH_GL20:
4363 r_glsl_permutation_t *p;
4364 r_glsl_permutation = NULL;
4365 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4366 for (i = 0;i < limit;i++)
4368 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4370 GL_Backend_FreeProgram(p->program);
4371 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4374 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4377 case RENDERPATH_CGGL:
4380 r_cg_permutation_t *p;
4381 r_cg_permutation = NULL;
4382 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4383 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4384 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4385 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4386 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4387 for (i = 0;i < limit;i++)
4389 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4392 cgDestroyProgram(p->vprogram);
4394 cgDestroyProgram(p->fprogram);
4395 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4398 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4402 case RENDERPATH_GL13:
4403 case RENDERPATH_GL11:
4408 void R_GLSL_DumpShader_f(void)
4413 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4416 FS_Print(file, "/* The engine may define the following macros:\n");
4417 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4418 for (i = 0;i < SHADERMODE_COUNT;i++)
4419 FS_Print(file, glslshadermodeinfo[i].pretext);
4420 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4421 FS_Print(file, shaderpermutationinfo[i].pretext);
4422 FS_Print(file, "*/\n");
4423 FS_Print(file, builtinshaderstring);
4425 Con_Printf("glsl/default.glsl written\n");
4428 Con_Printf("failed to write to glsl/default.glsl\n");
4431 file = FS_OpenRealFile("cg/default.cg", "w", false);
4434 FS_Print(file, "/* The engine may define the following macros:\n");
4435 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4436 for (i = 0;i < SHADERMODE_COUNT;i++)
4437 FS_Print(file, cgshadermodeinfo[i].pretext);
4438 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4439 FS_Print(file, shaderpermutationinfo[i].pretext);
4440 FS_Print(file, "*/\n");
4441 FS_Print(file, builtincgshaderstring);
4443 Con_Printf("cg/default.cg written\n");
4446 Con_Printf("failed to write to cg/default.cg\n");
4450 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4453 texturemode = GL_MODULATE;
4454 switch (vid.renderpath)
4456 case RENDERPATH_GL20:
4457 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))));
4458 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4459 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4461 case RENDERPATH_CGGL:
4464 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))));
4465 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4466 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4469 case RENDERPATH_GL13:
4470 R_Mesh_TexBind(0, first );
4471 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4472 R_Mesh_TexBind(1, second);
4474 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4476 case RENDERPATH_GL11:
4477 R_Mesh_TexBind(0, first );
4482 void R_SetupShader_DepthOrShadow(void)
4484 switch (vid.renderpath)
4486 case RENDERPATH_GL20:
4487 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4489 case RENDERPATH_CGGL:
4491 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4494 case RENDERPATH_GL13:
4495 R_Mesh_TexBind(0, 0);
4496 R_Mesh_TexBind(1, 0);
4498 case RENDERPATH_GL11:
4499 R_Mesh_TexBind(0, 0);
4504 void R_SetupShader_ShowDepth(void)
4506 switch (vid.renderpath)
4508 case RENDERPATH_GL20:
4509 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4511 case RENDERPATH_CGGL:
4513 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4516 case RENDERPATH_GL13:
4518 case RENDERPATH_GL11:
4523 extern qboolean r_shadow_usingdeferredprepass;
4524 extern cvar_t r_shadow_deferred_8bitrange;
4525 extern rtexture_t *r_shadow_attenuationgradienttexture;
4526 extern rtexture_t *r_shadow_attenuation2dtexture;
4527 extern rtexture_t *r_shadow_attenuation3dtexture;
4528 extern qboolean r_shadow_usingshadowmaprect;
4529 extern qboolean r_shadow_usingshadowmapcube;
4530 extern qboolean r_shadow_usingshadowmap2d;
4531 extern qboolean r_shadow_usingshadowmaportho;
4532 extern float r_shadow_shadowmap_texturescale[2];
4533 extern float r_shadow_shadowmap_parameters[4];
4534 extern qboolean r_shadow_shadowmapvsdct;
4535 extern qboolean r_shadow_shadowmapsampler;
4536 extern int r_shadow_shadowmappcf;
4537 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4538 extern rtexture_t *r_shadow_shadowmap2dtexture;
4539 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4540 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4541 extern matrix4x4_t r_shadow_shadowmapmatrix;
4542 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4543 extern int r_shadow_prepass_width;
4544 extern int r_shadow_prepass_height;
4545 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4546 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4547 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4548 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4549 extern cvar_t gl_mesh_separatearrays;
4550 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)
4552 // select a permutation of the lighting shader appropriate to this
4553 // combination of texture, entity, light source, and fogging, only use the
4554 // minimum features necessary to avoid wasting rendering time in the
4555 // fragment shader on features that are not being used
4556 unsigned int permutation = 0;
4557 unsigned int mode = 0;
4559 if (rsurfacepass == RSURFPASS_BACKGROUND)
4561 // distorted background
4562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4563 mode = SHADERMODE_WATER;
4564 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4565 mode = SHADERMODE_REFRACTION;
4568 mode = SHADERMODE_GENERIC;
4569 permutation |= SHADERPERMUTATION_DIFFUSE;
4571 GL_AlphaTest(false);
4572 GL_BlendFunc(GL_ONE, GL_ZERO);
4574 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4576 if (r_glsl_offsetmapping.integer)
4578 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4579 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4580 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4581 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4582 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4584 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4585 if (r_glsl_offsetmapping_reliefmapping.integer)
4586 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4589 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4590 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4591 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4592 permutation |= SHADERPERMUTATION_ALPHAKILL;
4593 // normalmap (deferred prepass), may use alpha test on diffuse
4594 mode = SHADERMODE_DEFERREDGEOMETRY;
4595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4597 GL_AlphaTest(false);
4598 GL_BlendFunc(GL_ONE, GL_ZERO);
4600 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4602 if (r_glsl_offsetmapping.integer)
4604 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4605 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4606 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4607 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4608 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4610 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611 if (r_glsl_offsetmapping_reliefmapping.integer)
4612 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4616 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4618 mode = SHADERMODE_LIGHTSOURCE;
4619 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4620 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4621 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4622 permutation |= SHADERPERMUTATION_CUBEFILTER;
4623 if (diffusescale > 0)
4624 permutation |= SHADERPERMUTATION_DIFFUSE;
4625 if (specularscale > 0)
4627 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4628 if (r_shadow_glossexact.integer)
4629 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4631 if (r_refdef.fogenabled)
4632 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4633 if (rsurface.texture->colormapping)
4634 permutation |= SHADERPERMUTATION_COLORMAPPING;
4635 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4637 if (r_shadow_usingshadowmaprect)
4638 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4639 if (r_shadow_usingshadowmap2d)
4640 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4641 if (r_shadow_usingshadowmapcube)
4642 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4643 else if(r_shadow_shadowmapvsdct)
4644 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4646 if (r_shadow_shadowmapsampler)
4647 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4648 if (r_shadow_shadowmappcf > 1)
4649 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4650 else if (r_shadow_shadowmappcf)
4651 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4653 if (rsurface.texture->reflectmasktexture)
4654 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4655 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4656 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4658 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4660 if (r_glsl_offsetmapping.integer)
4662 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4663 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4664 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4665 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4666 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4668 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4669 if (r_glsl_offsetmapping_reliefmapping.integer)
4670 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4673 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4674 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4675 // unshaded geometry (fullbright or ambient model lighting)
4676 mode = SHADERMODE_FLATCOLOR;
4677 ambientscale = diffusescale = specularscale = 0;
4678 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4679 permutation |= SHADERPERMUTATION_GLOW;
4680 if (r_refdef.fogenabled)
4681 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4682 if (rsurface.texture->colormapping)
4683 permutation |= SHADERPERMUTATION_COLORMAPPING;
4684 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4686 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4687 if (r_shadow_usingshadowmaprect)
4688 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4689 if (r_shadow_usingshadowmap2d)
4690 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4692 if (r_shadow_shadowmapsampler)
4693 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4694 if (r_shadow_shadowmappcf > 1)
4695 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4696 else if (r_shadow_shadowmappcf)
4697 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4699 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4700 permutation |= SHADERPERMUTATION_REFLECTION;
4701 if (rsurface.texture->reflectmasktexture)
4702 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4703 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4704 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4706 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4708 if (r_glsl_offsetmapping.integer)
4710 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4711 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4712 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4713 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4714 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4716 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4717 if (r_glsl_offsetmapping_reliefmapping.integer)
4718 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4721 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4722 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4723 // directional model lighting
4724 mode = SHADERMODE_LIGHTDIRECTION;
4725 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4726 permutation |= SHADERPERMUTATION_GLOW;
4727 permutation |= SHADERPERMUTATION_DIFFUSE;
4728 if (specularscale > 0)
4730 permutation |= SHADERPERMUTATION_SPECULAR;
4731 if (r_shadow_glossexact.integer)
4732 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4734 if (r_refdef.fogenabled)
4735 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4736 if (rsurface.texture->colormapping)
4737 permutation |= SHADERPERMUTATION_COLORMAPPING;
4738 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4740 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4741 if (r_shadow_usingshadowmaprect)
4742 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4743 if (r_shadow_usingshadowmap2d)
4744 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4746 if (r_shadow_shadowmapsampler)
4747 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4748 if (r_shadow_shadowmappcf > 1)
4749 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4750 else if (r_shadow_shadowmappcf)
4751 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4753 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4754 permutation |= SHADERPERMUTATION_REFLECTION;
4755 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4756 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4757 if (rsurface.texture->reflectmasktexture)
4758 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4759 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4760 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4764 if (r_glsl_offsetmapping.integer)
4766 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4767 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4768 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4769 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4770 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4772 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4773 if (r_glsl_offsetmapping_reliefmapping.integer)
4774 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4778 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4779 // ambient model lighting
4780 mode = SHADERMODE_LIGHTDIRECTION;
4781 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4782 permutation |= SHADERPERMUTATION_GLOW;
4783 if (r_refdef.fogenabled)
4784 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4785 if (rsurface.texture->colormapping)
4786 permutation |= SHADERPERMUTATION_COLORMAPPING;
4787 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4789 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4790 if (r_shadow_usingshadowmaprect)
4791 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4792 if (r_shadow_usingshadowmap2d)
4793 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4795 if (r_shadow_shadowmapsampler)
4796 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4797 if (r_shadow_shadowmappcf > 1)
4798 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4799 else if (r_shadow_shadowmappcf)
4800 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4802 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4803 permutation |= SHADERPERMUTATION_REFLECTION;
4804 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4805 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4806 if (rsurface.texture->reflectmasktexture)
4807 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4808 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4809 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4813 if (r_glsl_offsetmapping.integer)
4815 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4816 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4817 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4818 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4819 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4821 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4822 if (r_glsl_offsetmapping_reliefmapping.integer)
4823 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4827 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4829 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4830 permutation |= SHADERPERMUTATION_GLOW;
4831 if (r_refdef.fogenabled)
4832 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4833 if (rsurface.texture->colormapping)
4834 permutation |= SHADERPERMUTATION_COLORMAPPING;
4835 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4837 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4838 if (r_shadow_usingshadowmaprect)
4839 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4840 if (r_shadow_usingshadowmap2d)
4841 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4843 if (r_shadow_shadowmapsampler)
4844 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4845 if (r_shadow_shadowmappcf > 1)
4846 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4847 else if (r_shadow_shadowmappcf)
4848 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4850 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4851 permutation |= SHADERPERMUTATION_REFLECTION;
4852 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4853 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4854 if (rsurface.texture->reflectmasktexture)
4855 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4856 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4858 // deluxemapping (light direction texture)
4859 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4860 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4862 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4863 permutation |= SHADERPERMUTATION_DIFFUSE;
4864 if (specularscale > 0)
4866 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4867 if (r_shadow_glossexact.integer)
4868 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4871 else if (r_glsl_deluxemapping.integer >= 2)
4873 // fake deluxemapping (uniform light direction in tangentspace)
4874 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4875 permutation |= SHADERPERMUTATION_DIFFUSE;
4876 if (specularscale > 0)
4878 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4879 if (r_shadow_glossexact.integer)
4880 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4883 else if (rsurface.uselightmaptexture)
4885 // ordinary lightmapping (q1bsp, q3bsp)
4886 mode = SHADERMODE_LIGHTMAP;
4890 // ordinary vertex coloring (q3bsp)
4891 mode = SHADERMODE_VERTEXCOLOR;
4893 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4894 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4896 switch(vid.renderpath)
4898 case RENDERPATH_GL20:
4899 if (gl_mesh_separatearrays.integer)
4901 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4902 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4903 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4904 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4905 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4906 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4907 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4908 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4912 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4913 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4915 R_SetupShader_SetPermutationGLSL(mode, permutation);
4916 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4917 if (mode == SHADERMODE_LIGHTSOURCE)
4919 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4920 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4922 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);
4923 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);
4924 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);
4926 // additive passes are only darkened by fog, not tinted
4927 if (r_glsl_permutation->loc_FogColor >= 0)
4928 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4929 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4933 if (mode == SHADERMODE_FLATCOLOR)
4935 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4937 else if (mode == SHADERMODE_LIGHTDIRECTION)
4939 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]);
4940 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]);
4941 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);
4942 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);
4943 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);
4944 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]);
4945 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]);
4949 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]);
4950 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]);
4951 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4952 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4953 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4955 // additive passes are only darkened by fog, not tinted
4956 if (r_glsl_permutation->loc_FogColor >= 0)
4958 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4961 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4963 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);
4964 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]);
4965 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]);
4966 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4967 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4968 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4969 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4970 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4972 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4973 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4974 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4975 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]);
4976 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]);
4978 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4979 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4980 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4981 if (r_glsl_permutation->loc_Color_Pants >= 0)
4983 if (rsurface.texture->pantstexture)
4984 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4986 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4988 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4990 if (rsurface.texture->shirttexture)
4991 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4993 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4995 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]);
4996 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4997 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4998 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4999 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5000 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]);
5001 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5003 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5004 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5005 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5006 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5007 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5008 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5009 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5010 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5011 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5012 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5013 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5014 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5015 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5016 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5017 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5018 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5019 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5020 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5021 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5022 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5023 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5024 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5025 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5026 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5027 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5028 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5029 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5031 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5032 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5033 if (rsurface.rtlight)
5035 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5036 if (r_shadow_usingshadowmapcube)
5037 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5038 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5043 case RENDERPATH_CGGL:
5045 if (gl_mesh_separatearrays.integer)
5047 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5048 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5049 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5050 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5051 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5052 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5053 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5054 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5058 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5059 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5061 R_SetupShader_SetPermutationCG(mode, permutation);
5062 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5063 if (mode == SHADERMODE_LIGHTSOURCE)
5065 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5066 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5070 if (mode == SHADERMODE_LIGHTDIRECTION)
5072 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
5075 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5076 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5077 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5078 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5079 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
5082 if (mode == SHADERMODE_LIGHTSOURCE)
5084 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5085 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5086 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
5087 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
5088 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
5090 // additive passes are only darkened by fog, not tinted
5091 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5092 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5096 if (mode == SHADERMODE_FLATCOLOR)
5098 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5100 else if (mode == SHADERMODE_LIGHTDIRECTION)
5102 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
5103 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
5104 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
5105 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
5106 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
5107 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
5108 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
5112 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
5113 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
5114 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
5115 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
5116 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
5118 // additive passes are only darkened by fog, not tinted
5119 if (r_cg_permutation->fp_FogColor)
5121 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5122 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5124 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5127 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
5128 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
5129 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
5130 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5131 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5132 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5133 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5134 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5136 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
5137 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
5138 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5139 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5140 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5141 if (r_cg_permutation->fp_Color_Pants)
5143 if (rsurface.texture->pantstexture)
5144 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5146 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5149 if (r_cg_permutation->fp_Color_Shirt)
5151 if (rsurface.texture->shirttexture)
5152 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5154 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5157 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
5158 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5159 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5160 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5161 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5162 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
5163 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5165 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5166 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5167 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5168 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5169 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5170 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5172 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5173 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5174 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5176 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5178 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5179 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
5180 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5181 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5182 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5183 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5184 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5185 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5186 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5187 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5188 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5189 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5190 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5191 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5193 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5194 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5195 if (rsurface.rtlight)
5197 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5198 if (r_shadow_usingshadowmapcube)
5199 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5207 case RENDERPATH_GL13:
5208 case RENDERPATH_GL11:
5213 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5215 // select a permutation of the lighting shader appropriate to this
5216 // combination of texture, entity, light source, and fogging, only use the
5217 // minimum features necessary to avoid wasting rendering time in the
5218 // fragment shader on features that are not being used
5219 unsigned int permutation = 0;
5220 unsigned int mode = 0;
5221 const float *lightcolorbase = rtlight->currentcolor;
5222 float ambientscale = rtlight->ambientscale;
5223 float diffusescale = rtlight->diffusescale;
5224 float specularscale = rtlight->specularscale;
5225 // this is the location of the light in view space
5226 vec3_t viewlightorigin;
5227 // this transforms from view space (camera) to light space (cubemap)
5228 matrix4x4_t viewtolight;
5229 matrix4x4_t lighttoview;
5230 float viewtolight16f[16];
5231 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5233 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5234 if (rtlight->currentcubemap != r_texture_whitecube)
5235 permutation |= SHADERPERMUTATION_CUBEFILTER;
5236 if (diffusescale > 0)
5237 permutation |= SHADERPERMUTATION_DIFFUSE;
5238 if (specularscale > 0)
5240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5241 if (r_shadow_glossexact.integer)
5242 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5244 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5246 if (r_shadow_usingshadowmaprect)
5247 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5248 if (r_shadow_usingshadowmap2d)
5249 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5250 if (r_shadow_usingshadowmapcube)
5251 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5252 else if(r_shadow_shadowmapvsdct)
5253 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5255 if (r_shadow_shadowmapsampler)
5256 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5257 if (r_shadow_shadowmappcf > 1)
5258 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5259 else if (r_shadow_shadowmappcf)
5260 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5262 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5263 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5264 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5265 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5266 switch(vid.renderpath)
5268 case RENDERPATH_GL20:
5269 R_SetupShader_SetPermutationGLSL(mode, permutation);
5270 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5271 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5272 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);
5273 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);
5274 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);
5275 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]);
5276 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]);
5277 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));
5278 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]);
5279 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5281 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5282 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5283 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5284 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5285 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5286 if (r_shadow_usingshadowmapcube)
5287 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5288 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5289 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5291 case RENDERPATH_CGGL:
5293 R_SetupShader_SetPermutationCG(mode, permutation);
5294 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5295 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5296 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
5297 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
5298 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
5299 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
5300 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
5301 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
5302 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
5303 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5306 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5307 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5308 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5309 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5310 if (r_shadow_usingshadowmapcube)
5311 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5312 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5313 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5316 case RENDERPATH_GL13:
5317 case RENDERPATH_GL11:
5322 #define SKINFRAME_HASH 1024
5326 int loadsequence; // incremented each level change
5327 memexpandablearray_t array;
5328 skinframe_t *hash[SKINFRAME_HASH];
5331 r_skinframe_t r_skinframe;
5333 void R_SkinFrame_PrepareForPurge(void)
5335 r_skinframe.loadsequence++;
5336 // wrap it without hitting zero
5337 if (r_skinframe.loadsequence >= 200)
5338 r_skinframe.loadsequence = 1;
5341 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5345 // mark the skinframe as used for the purging code
5346 skinframe->loadsequence = r_skinframe.loadsequence;
5349 void R_SkinFrame_Purge(void)
5353 for (i = 0;i < SKINFRAME_HASH;i++)
5355 for (s = r_skinframe.hash[i];s;s = s->next)
5357 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5359 if (s->merged == s->base)
5361 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5362 R_PurgeTexture(s->stain );s->stain = NULL;
5363 R_PurgeTexture(s->merged);s->merged = NULL;
5364 R_PurgeTexture(s->base );s->base = NULL;
5365 R_PurgeTexture(s->pants );s->pants = NULL;
5366 R_PurgeTexture(s->shirt );s->shirt = NULL;
5367 R_PurgeTexture(s->nmap );s->nmap = NULL;
5368 R_PurgeTexture(s->gloss );s->gloss = NULL;
5369 R_PurgeTexture(s->glow );s->glow = NULL;
5370 R_PurgeTexture(s->fog );s->fog = NULL;
5371 R_PurgeTexture(s->reflect);s->reflect = NULL;
5372 s->loadsequence = 0;
5378 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5380 char basename[MAX_QPATH];
5382 Image_StripImageExtension(name, basename, sizeof(basename));
5384 if( last == NULL ) {
5386 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5387 item = r_skinframe.hash[hashindex];
5392 // linearly search through the hash bucket
5393 for( ; item ; item = item->next ) {
5394 if( !strcmp( item->basename, basename ) ) {
5401 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5405 char basename[MAX_QPATH];
5407 Image_StripImageExtension(name, basename, sizeof(basename));
5409 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5410 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5411 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5415 rtexture_t *dyntexture;
5416 // check whether its a dynamic texture
5417 dyntexture = CL_GetDynTexture( basename );
5418 if (!add && !dyntexture)
5420 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5421 memset(item, 0, sizeof(*item));
5422 strlcpy(item->basename, basename, sizeof(item->basename));
5423 item->base = dyntexture; // either NULL or dyntexture handle
5424 item->textureflags = textureflags;
5425 item->comparewidth = comparewidth;
5426 item->compareheight = compareheight;
5427 item->comparecrc = comparecrc;
5428 item->next = r_skinframe.hash[hashindex];
5429 r_skinframe.hash[hashindex] = item;
5431 else if( item->base == NULL )
5433 rtexture_t *dyntexture;
5434 // check whether its a dynamic texture
5435 // 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]
5436 dyntexture = CL_GetDynTexture( basename );
5437 item->base = dyntexture; // either NULL or dyntexture handle
5440 R_SkinFrame_MarkUsed(item);
5444 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5446 unsigned long long avgcolor[5], wsum; \
5454 for(pix = 0; pix < cnt; ++pix) \
5457 for(comp = 0; comp < 3; ++comp) \
5459 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5462 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5464 for(comp = 0; comp < 3; ++comp) \
5465 avgcolor[comp] += getpixel * w; \
5468 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5469 avgcolor[4] += getpixel; \
5471 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5473 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5474 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5475 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5476 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5479 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5482 unsigned char *pixels;
5483 unsigned char *bumppixels;
5484 unsigned char *basepixels = NULL;
5485 int basepixels_width = 0;
5486 int basepixels_height = 0;
5487 skinframe_t *skinframe;
5488 rtexture_t *ddsbase = NULL;
5489 qboolean ddshasalpha = false;
5490 float ddsavgcolor[4];
5491 char basename[MAX_QPATH];
5493 if (cls.state == ca_dedicated)
5496 // return an existing skinframe if already loaded
5497 // if loading of the first image fails, don't make a new skinframe as it
5498 // would cause all future lookups of this to be missing
5499 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5500 if (skinframe && skinframe->base)
5503 Image_StripImageExtension(name, basename, sizeof(basename));
5505 // check for DDS texture file first
5506 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5508 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5509 if (basepixels == NULL)
5513 if (developer_loading.integer)
5514 Con_Printf("loading skin \"%s\"\n", name);
5516 // we've got some pixels to store, so really allocate this new texture now
5518 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5519 skinframe->stain = NULL;
5520 skinframe->merged = NULL;
5521 skinframe->base = NULL;
5522 skinframe->pants = NULL;
5523 skinframe->shirt = NULL;
5524 skinframe->nmap = NULL;
5525 skinframe->gloss = NULL;
5526 skinframe->glow = NULL;
5527 skinframe->fog = NULL;
5528 skinframe->reflect = NULL;
5529 skinframe->hasalpha = false;
5533 skinframe->base = ddsbase;
5534 skinframe->hasalpha = ddshasalpha;
5535 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5536 if (r_loadfog && skinframe->hasalpha)
5537 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5538 //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]);
5542 basepixels_width = image_width;
5543 basepixels_height = image_height;
5544 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5545 if (textureflags & TEXF_ALPHA)
5547 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5549 if (basepixels[j] < 255)
5551 skinframe->hasalpha = true;
5555 if (r_loadfog && skinframe->hasalpha)
5557 // has transparent pixels
5558 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5559 for (j = 0;j < image_width * image_height * 4;j += 4)
5564 pixels[j+3] = basepixels[j+3];
5566 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5570 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5571 //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]);
5572 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5573 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5574 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5575 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5580 if (r_loadnormalmap)
5581 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5582 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5584 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5585 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5586 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5587 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5590 // _norm is the name used by tenebrae and has been adopted as standard
5591 if (r_loadnormalmap && skinframe->nmap == NULL)
5593 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5595 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5599 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5601 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5602 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5603 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5605 Mem_Free(bumppixels);
5607 else if (r_shadow_bumpscale_basetexture.value > 0)
5609 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5610 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5611 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5614 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5615 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5618 // _luma is supported only for tenebrae compatibility
5619 // _glow is the preferred name
5620 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5622 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5623 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5624 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5625 Mem_Free(pixels);pixels = NULL;
5628 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5630 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5631 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5632 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5637 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5639 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5640 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5641 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5646 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5648 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5649 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5650 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5655 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5657 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5658 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5659 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5665 Mem_Free(basepixels);
5670 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5671 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5674 unsigned char *temp1, *temp2;
5675 skinframe_t *skinframe;
5677 if (cls.state == ca_dedicated)
5680 // if already loaded just return it, otherwise make a new skinframe
5681 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5682 if (skinframe && skinframe->base)
5685 skinframe->stain = NULL;
5686 skinframe->merged = NULL;
5687 skinframe->base = NULL;
5688 skinframe->pants = NULL;
5689 skinframe->shirt = NULL;
5690 skinframe->nmap = NULL;
5691 skinframe->gloss = NULL;
5692 skinframe->glow = NULL;
5693 skinframe->fog = NULL;
5694 skinframe->reflect = NULL;
5695 skinframe->hasalpha = false;
5697 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5701 if (developer_loading.integer)
5702 Con_Printf("loading 32bit skin \"%s\"\n", name);
5704 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5706 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5707 temp2 = temp1 + width * height * 4;
5708 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5709 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5712 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5713 if (textureflags & TEXF_ALPHA)
5715 for (i = 3;i < width * height * 4;i += 4)
5717 if (skindata[i] < 255)
5719 skinframe->hasalpha = true;
5723 if (r_loadfog && skinframe->hasalpha)
5725 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5726 memcpy(fogpixels, skindata, width * height * 4);
5727 for (i = 0;i < width * height * 4;i += 4)
5728 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5729 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5730 Mem_Free(fogpixels);
5734 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5735 //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]);
5740 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5744 skinframe_t *skinframe;
5746 if (cls.state == ca_dedicated)
5749 // if already loaded just return it, otherwise make a new skinframe
5750 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5751 if (skinframe && skinframe->base)
5754 skinframe->stain = NULL;
5755 skinframe->merged = NULL;
5756 skinframe->base = NULL;
5757 skinframe->pants = NULL;
5758 skinframe->shirt = NULL;
5759 skinframe->nmap = NULL;
5760 skinframe->gloss = NULL;
5761 skinframe->glow = NULL;
5762 skinframe->fog = NULL;
5763 skinframe->reflect = NULL;
5764 skinframe->hasalpha = false;
5766 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5770 if (developer_loading.integer)
5771 Con_Printf("loading quake skin \"%s\"\n", name);
5773 // 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)
5774 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5775 memcpy(skinframe->qpixels, skindata, width*height);
5776 skinframe->qwidth = width;
5777 skinframe->qheight = height;
5780 for (i = 0;i < width * height;i++)
5781 featuresmask |= palette_featureflags[skindata[i]];
5783 skinframe->hasalpha = false;
5784 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5785 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5786 skinframe->qgeneratemerged = true;
5787 skinframe->qgeneratebase = skinframe->qhascolormapping;
5788 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5790 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5791 //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]);
5796 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5800 unsigned char *skindata;
5802 if (!skinframe->qpixels)
5805 if (!skinframe->qhascolormapping)
5806 colormapped = false;
5810 if (!skinframe->qgeneratebase)
5815 if (!skinframe->qgeneratemerged)
5819 width = skinframe->qwidth;
5820 height = skinframe->qheight;
5821 skindata = skinframe->qpixels;
5823 if (skinframe->qgeneratenmap)
5825 unsigned char *temp1, *temp2;
5826 skinframe->qgeneratenmap = false;
5827 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5828 temp2 = temp1 + width * height * 4;
5829 // use either a custom palette or the quake palette
5830 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5831 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5832 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5836 if (skinframe->qgenerateglow)
5838 skinframe->qgenerateglow = false;
5839 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5844 skinframe->qgeneratebase = false;
5845 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5846 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5847 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5851 skinframe->qgeneratemerged = false;
5852 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5855 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5857 Mem_Free(skinframe->qpixels);
5858 skinframe->qpixels = NULL;
5862 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)
5865 skinframe_t *skinframe;
5867 if (cls.state == ca_dedicated)
5870 // if already loaded just return it, otherwise make a new skinframe
5871 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5872 if (skinframe && skinframe->base)
5875 skinframe->stain = NULL;
5876 skinframe->merged = NULL;
5877 skinframe->base = NULL;
5878 skinframe->pants = NULL;
5879 skinframe->shirt = NULL;
5880 skinframe->nmap = NULL;
5881 skinframe->gloss = NULL;
5882 skinframe->glow = NULL;
5883 skinframe->fog = NULL;
5884 skinframe->reflect = NULL;
5885 skinframe->hasalpha = false;
5887 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5891 if (developer_loading.integer)
5892 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5894 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5895 if (textureflags & TEXF_ALPHA)
5897 for (i = 0;i < width * height;i++)
5899 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5901 skinframe->hasalpha = true;
5905 if (r_loadfog && skinframe->hasalpha)
5906 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5909 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5910 //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]);
5915 skinframe_t *R_SkinFrame_LoadMissing(void)
5917 skinframe_t *skinframe;
5919 if (cls.state == ca_dedicated)
5922 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5923 skinframe->stain = NULL;
5924 skinframe->merged = NULL;
5925 skinframe->base = NULL;
5926 skinframe->pants = NULL;
5927 skinframe->shirt = NULL;
5928 skinframe->nmap = NULL;
5929 skinframe->gloss = NULL;
5930 skinframe->glow = NULL;
5931 skinframe->fog = NULL;
5932 skinframe->reflect = NULL;
5933 skinframe->hasalpha = false;
5935 skinframe->avgcolor[0] = rand() / RAND_MAX;
5936 skinframe->avgcolor[1] = rand() / RAND_MAX;
5937 skinframe->avgcolor[2] = rand() / RAND_MAX;
5938 skinframe->avgcolor[3] = 1;
5943 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5944 typedef struct suffixinfo_s
5947 qboolean flipx, flipy, flipdiagonal;
5950 static suffixinfo_t suffix[3][6] =
5953 {"px", false, false, false},
5954 {"nx", false, false, false},
5955 {"py", false, false, false},
5956 {"ny", false, false, false},
5957 {"pz", false, false, false},
5958 {"nz", false, false, false}
5961 {"posx", false, false, false},
5962 {"negx", false, false, false},
5963 {"posy", false, false, false},
5964 {"negy", false, false, false},
5965 {"posz", false, false, false},
5966 {"negz", false, false, false}
5969 {"rt", true, false, true},
5970 {"lf", false, true, true},
5971 {"ft", true, true, false},
5972 {"bk", false, false, false},
5973 {"up", true, false, true},
5974 {"dn", true, false, true}
5978 static int componentorder[4] = {0, 1, 2, 3};
5980 rtexture_t *R_LoadCubemap(const char *basename)
5982 int i, j, cubemapsize;
5983 unsigned char *cubemappixels, *image_buffer;
5984 rtexture_t *cubemaptexture;
5986 // must start 0 so the first loadimagepixels has no requested width/height
5988 cubemappixels = NULL;
5989 cubemaptexture = NULL;
5990 // keep trying different suffix groups (posx, px, rt) until one loads
5991 for (j = 0;j < 3 && !cubemappixels;j++)
5993 // load the 6 images in the suffix group
5994 for (i = 0;i < 6;i++)
5996 // generate an image name based on the base and and suffix
5997 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5999 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6001 // an image loaded, make sure width and height are equal
6002 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6004 // if this is the first image to load successfully, allocate the cubemap memory
6005 if (!cubemappixels && image_width >= 1)
6007 cubemapsize = image_width;
6008 // note this clears to black, so unavailable sides are black
6009 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6011 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6013 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);
6016 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6018 Mem_Free(image_buffer);
6022 // if a cubemap loaded, upload it
6025 if (developer_loading.integer)
6026 Con_Printf("loading cubemap \"%s\"\n", basename);
6028 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6029 Mem_Free(cubemappixels);
6033 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6034 if (developer_loading.integer)
6036 Con_Printf("(tried tried images ");
6037 for (j = 0;j < 3;j++)
6038 for (i = 0;i < 6;i++)
6039 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6040 Con_Print(" and was unable to find any of them).\n");
6043 return cubemaptexture;
6046 rtexture_t *R_GetCubemap(const char *basename)
6049 for (i = 0;i < r_texture_numcubemaps;i++)
6050 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6051 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6052 if (i >= MAX_CUBEMAPS)
6053 return r_texture_whitecube;
6054 r_texture_numcubemaps++;
6055 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6056 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6057 return r_texture_cubemaps[i].texture;
6060 void R_FreeCubemaps(void)
6063 for (i = 0;i < r_texture_numcubemaps;i++)
6065 if (developer_loading.integer)
6066 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6067 if (r_texture_cubemaps[i].texture)
6068 R_FreeTexture(r_texture_cubemaps[i].texture);
6070 r_texture_numcubemaps = 0;
6073 void R_Main_FreeViewCache(void)
6075 if (r_refdef.viewcache.entityvisible)
6076 Mem_Free(r_refdef.viewcache.entityvisible);
6077 if (r_refdef.viewcache.world_pvsbits)
6078 Mem_Free(r_refdef.viewcache.world_pvsbits);
6079 if (r_refdef.viewcache.world_leafvisible)
6080 Mem_Free(r_refdef.viewcache.world_leafvisible);
6081 if (r_refdef.viewcache.world_surfacevisible)
6082 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6083 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6086 void R_Main_ResizeViewCache(void)
6088 int numentities = r_refdef.scene.numentities;
6089 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6090 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6091 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6092 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6093 if (r_refdef.viewcache.maxentities < numentities)
6095 r_refdef.viewcache.maxentities = numentities;
6096 if (r_refdef.viewcache.entityvisible)
6097 Mem_Free(r_refdef.viewcache.entityvisible);
6098 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6100 if (r_refdef.viewcache.world_numclusters != numclusters)
6102 r_refdef.viewcache.world_numclusters = numclusters;
6103 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6104 if (r_refdef.viewcache.world_pvsbits)
6105 Mem_Free(r_refdef.viewcache.world_pvsbits);
6106 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6108 if (r_refdef.viewcache.world_numleafs != numleafs)
6110 r_refdef.viewcache.world_numleafs = numleafs;
6111 if (r_refdef.viewcache.world_leafvisible)
6112 Mem_Free(r_refdef.viewcache.world_leafvisible);
6113 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6115 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6117 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6118 if (r_refdef.viewcache.world_surfacevisible)
6119 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6120 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6124 extern rtexture_t *loadingscreentexture;
6125 void gl_main_start(void)
6127 loadingscreentexture = NULL;
6128 r_texture_blanknormalmap = NULL;
6129 r_texture_white = NULL;
6130 r_texture_grey128 = NULL;
6131 r_texture_black = NULL;
6132 r_texture_whitecube = NULL;
6133 r_texture_normalizationcube = NULL;
6134 r_texture_fogattenuation = NULL;
6135 r_texture_fogheighttexture = NULL;
6136 r_texture_gammaramps = NULL;
6137 r_texture_numcubemaps = 0;
6139 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6140 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6142 switch(vid.renderpath)
6144 case RENDERPATH_GL20:
6145 case RENDERPATH_CGGL:
6146 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6147 Cvar_SetValueQuick(&gl_combine, 1);
6148 Cvar_SetValueQuick(&r_glsl, 1);
6149 r_loadnormalmap = true;
6153 case RENDERPATH_GL13:
6154 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6155 Cvar_SetValueQuick(&gl_combine, 1);
6156 Cvar_SetValueQuick(&r_glsl, 0);
6157 r_loadnormalmap = false;
6158 r_loadgloss = false;
6161 case RENDERPATH_GL11:
6162 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6163 Cvar_SetValueQuick(&gl_combine, 0);
6164 Cvar_SetValueQuick(&r_glsl, 0);
6165 r_loadnormalmap = false;
6166 r_loadgloss = false;
6172 R_FrameData_Reset();
6176 memset(r_queries, 0, sizeof(r_queries));
6178 r_qwskincache = NULL;
6179 r_qwskincache_size = 0;
6181 // set up r_skinframe loading system for textures
6182 memset(&r_skinframe, 0, sizeof(r_skinframe));
6183 r_skinframe.loadsequence = 1;
6184 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6186 r_main_texturepool = R_AllocTexturePool();
6187 R_BuildBlankTextures();
6189 if (vid.support.arb_texture_cube_map)
6192 R_BuildNormalizationCube();
6194 r_texture_fogattenuation = NULL;
6195 r_texture_fogheighttexture = NULL;
6196 r_texture_gammaramps = NULL;
6197 //r_texture_fogintensity = NULL;
6198 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6199 memset(&r_waterstate, 0, sizeof(r_waterstate));
6200 r_glsl_permutation = NULL;
6201 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6202 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6203 glslshaderstring = NULL;
6205 r_cg_permutation = NULL;
6206 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6207 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6208 cgshaderstring = NULL;
6210 memset(&r_svbsp, 0, sizeof (r_svbsp));
6212 r_refdef.fogmasktable_density = 0;
6215 void gl_main_shutdown(void)
6218 R_FrameData_Reset();
6220 R_Main_FreeViewCache();
6223 qglDeleteQueriesARB(r_maxqueries, r_queries);
6227 memset(r_queries, 0, sizeof(r_queries));
6229 r_qwskincache = NULL;
6230 r_qwskincache_size = 0;
6232 // clear out the r_skinframe state
6233 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6234 memset(&r_skinframe, 0, sizeof(r_skinframe));
6237 Mem_Free(r_svbsp.nodes);
6238 memset(&r_svbsp, 0, sizeof (r_svbsp));
6239 R_FreeTexturePool(&r_main_texturepool);
6240 loadingscreentexture = NULL;
6241 r_texture_blanknormalmap = NULL;
6242 r_texture_white = NULL;
6243 r_texture_grey128 = NULL;
6244 r_texture_black = NULL;
6245 r_texture_whitecube = NULL;
6246 r_texture_normalizationcube = NULL;
6247 r_texture_fogattenuation = NULL;
6248 r_texture_fogheighttexture = NULL;
6249 r_texture_gammaramps = NULL;
6250 r_texture_numcubemaps = 0;
6251 //r_texture_fogintensity = NULL;
6252 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6253 memset(&r_waterstate, 0, sizeof(r_waterstate));
6254 r_glsl_permutation = NULL;
6255 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6256 glslshaderstring = NULL;
6258 r_cg_permutation = NULL;
6259 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6260 cgshaderstring = NULL;
6265 extern void CL_ParseEntityLump(char *entitystring);
6266 void gl_main_newmap(void)
6268 // FIXME: move this code to client
6270 char *entities, entname[MAX_QPATH];
6272 Mem_Free(r_qwskincache);
6273 r_qwskincache = NULL;
6274 r_qwskincache_size = 0;
6277 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6278 l = (int)strlen(entname) - 4;
6279 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6281 memcpy(entname + l, ".ent", 5);
6282 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6284 CL_ParseEntityLump(entities);
6289 if (cl.worldmodel->brush.entities)
6290 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6292 R_Main_FreeViewCache();
6294 R_FrameData_Reset();
6297 void GL_Main_Init(void)
6299 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6301 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6302 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6303 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6304 if (gamemode == GAME_NEHAHRA)
6306 Cvar_RegisterVariable (&gl_fogenable);
6307 Cvar_RegisterVariable (&gl_fogdensity);
6308 Cvar_RegisterVariable (&gl_fogred);
6309 Cvar_RegisterVariable (&gl_foggreen);
6310 Cvar_RegisterVariable (&gl_fogblue);
6311 Cvar_RegisterVariable (&gl_fogstart);
6312 Cvar_RegisterVariable (&gl_fogend);
6313 Cvar_RegisterVariable (&gl_skyclip);
6315 Cvar_RegisterVariable(&r_motionblur);
6316 Cvar_RegisterVariable(&r_motionblur_maxblur);
6317 Cvar_RegisterVariable(&r_motionblur_bmin);
6318 Cvar_RegisterVariable(&r_motionblur_vmin);
6319 Cvar_RegisterVariable(&r_motionblur_vmax);
6320 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6321 Cvar_RegisterVariable(&r_motionblur_randomize);
6322 Cvar_RegisterVariable(&r_damageblur);
6323 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6324 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6325 Cvar_RegisterVariable(&r_equalize_entities_by);
6326 Cvar_RegisterVariable(&r_equalize_entities_to);
6327 Cvar_RegisterVariable(&r_depthfirst);
6328 Cvar_RegisterVariable(&r_useinfinitefarclip);
6329 Cvar_RegisterVariable(&r_farclip_base);
6330 Cvar_RegisterVariable(&r_farclip_world);
6331 Cvar_RegisterVariable(&r_nearclip);
6332 Cvar_RegisterVariable(&r_showbboxes);
6333 Cvar_RegisterVariable(&r_showsurfaces);
6334 Cvar_RegisterVariable(&r_showtris);
6335 Cvar_RegisterVariable(&r_shownormals);
6336 Cvar_RegisterVariable(&r_showlighting);
6337 Cvar_RegisterVariable(&r_showshadowvolumes);
6338 Cvar_RegisterVariable(&r_showcollisionbrushes);
6339 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6340 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6341 Cvar_RegisterVariable(&r_showdisabledepthtest);
6342 Cvar_RegisterVariable(&r_drawportals);
6343 Cvar_RegisterVariable(&r_drawentities);
6344 Cvar_RegisterVariable(&r_cullentities_trace);
6345 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6346 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6347 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6348 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6349 Cvar_RegisterVariable(&r_drawviewmodel);
6350 Cvar_RegisterVariable(&r_drawexteriormodel);
6351 Cvar_RegisterVariable(&r_speeds);
6352 Cvar_RegisterVariable(&r_fullbrights);
6353 Cvar_RegisterVariable(&r_wateralpha);
6354 Cvar_RegisterVariable(&r_dynamic);
6355 Cvar_RegisterVariable(&r_fullbright);
6356 Cvar_RegisterVariable(&r_shadows);
6357 Cvar_RegisterVariable(&r_shadows_darken);
6358 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6359 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6360 Cvar_RegisterVariable(&r_shadows_throwdistance);
6361 Cvar_RegisterVariable(&r_shadows_throwdirection);
6362 Cvar_RegisterVariable(&r_shadows_focus);
6363 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6364 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6365 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6366 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6367 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6368 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6369 Cvar_RegisterVariable(&r_fog_exp2);
6370 Cvar_RegisterVariable(&r_drawfog);
6371 Cvar_RegisterVariable(&r_transparentdepthmasking);
6372 Cvar_RegisterVariable(&r_texture_dds_load);
6373 Cvar_RegisterVariable(&r_texture_dds_save);
6374 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6375 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6376 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6377 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6378 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6379 Cvar_RegisterVariable(&r_textureunits);
6380 Cvar_RegisterVariable(&gl_combine);
6381 Cvar_RegisterVariable(&r_glsl);
6382 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6383 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6384 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6385 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6386 Cvar_RegisterVariable(&r_glsl_postprocess);
6387 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6388 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6389 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6390 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6391 Cvar_RegisterVariable(&r_water);
6392 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6393 Cvar_RegisterVariable(&r_water_clippingplanebias);
6394 Cvar_RegisterVariable(&r_water_refractdistort);
6395 Cvar_RegisterVariable(&r_water_reflectdistort);
6396 Cvar_RegisterVariable(&r_lerpsprites);
6397 Cvar_RegisterVariable(&r_lerpmodels);
6398 Cvar_RegisterVariable(&r_lerplightstyles);
6399 Cvar_RegisterVariable(&r_waterscroll);
6400 Cvar_RegisterVariable(&r_bloom);
6401 Cvar_RegisterVariable(&r_bloom_colorscale);
6402 Cvar_RegisterVariable(&r_bloom_brighten);
6403 Cvar_RegisterVariable(&r_bloom_blur);
6404 Cvar_RegisterVariable(&r_bloom_resolution);
6405 Cvar_RegisterVariable(&r_bloom_colorexponent);
6406 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6407 Cvar_RegisterVariable(&r_hdr);
6408 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6409 Cvar_RegisterVariable(&r_hdr_glowintensity);
6410 Cvar_RegisterVariable(&r_hdr_range);
6411 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6412 Cvar_RegisterVariable(&developer_texturelogging);
6413 Cvar_RegisterVariable(&gl_lightmaps);
6414 Cvar_RegisterVariable(&r_test);
6415 Cvar_RegisterVariable(&r_glsl_saturation);
6416 Cvar_RegisterVariable(&r_framedatasize);
6417 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6418 Cvar_SetValue("r_fullbrights", 0);
6419 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6421 Cvar_RegisterVariable(&r_track_sprites);
6422 Cvar_RegisterVariable(&r_track_sprites_flags);
6423 Cvar_RegisterVariable(&r_track_sprites_scalew);
6424 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6425 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6426 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6429 extern void R_Textures_Init(void);
6430 extern void GL_Draw_Init(void);
6431 extern void GL_Main_Init(void);
6432 extern void R_Shadow_Init(void);
6433 extern void R_Sky_Init(void);
6434 extern void GL_Surf_Init(void);
6435 extern void R_Particles_Init(void);
6436 extern void R_Explosion_Init(void);
6437 extern void gl_backend_init(void);
6438 extern void Sbar_Init(void);
6439 extern void R_LightningBeams_Init(void);
6440 extern void Mod_RenderInit(void);
6441 extern void Font_Init(void);
6443 void Render_Init(void)
6456 R_LightningBeams_Init();
6465 extern char *ENGINE_EXTENSIONS;
6468 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6469 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6470 gl_version = (const char *)qglGetString(GL_VERSION);
6471 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6475 if (!gl_platformextensions)
6476 gl_platformextensions = "";
6478 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6479 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6480 Con_Printf("GL_VERSION: %s\n", gl_version);
6481 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6482 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6484 VID_CheckExtensions();
6486 // LordHavoc: report supported extensions
6487 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6489 // clear to black (loading plaque will be seen over this)
6491 qglClearColor(0,0,0,1);CHECKGLERROR
6492 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6495 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6499 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6501 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6504 p = r_refdef.view.frustum + i;
6509 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6513 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6517 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6521 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6525 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6529 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6533 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6537 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6545 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6549 for (i = 0;i < numplanes;i++)
6556 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6560 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6564 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6568 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6572 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6576 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6580 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6584 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6592 //==================================================================================
6594 // LordHavoc: this stores temporary data used within the same frame
6596 qboolean r_framedata_failed;
6597 static size_t r_framedata_size;
6598 static size_t r_framedata_current;
6599 static void *r_framedata_base;
6601 void R_FrameData_Reset(void)
6603 if (r_framedata_base)
6604 Mem_Free(r_framedata_base);
6605 r_framedata_base = NULL;
6606 r_framedata_size = 0;
6607 r_framedata_current = 0;
6608 r_framedata_failed = false;
6611 void R_FrameData_NewFrame(void)
6614 if (r_framedata_failed)
6615 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6616 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6617 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6618 if (r_framedata_size != wantedsize)
6620 r_framedata_size = wantedsize;
6621 if (r_framedata_base)
6622 Mem_Free(r_framedata_base);
6623 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6625 r_framedata_current = 0;
6626 r_framedata_failed = false;
6629 void *R_FrameData_Alloc(size_t size)
6633 // align to 16 byte boundary
6634 size = (size + 15) & ~15;
6635 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6636 r_framedata_current += size;
6639 if (r_framedata_current > r_framedata_size)
6640 r_framedata_failed = true;
6642 // return NULL on everything after a failure
6643 if (r_framedata_failed)
6649 void *R_FrameData_Store(size_t size, void *data)
6651 void *d = R_FrameData_Alloc(size);
6653 memcpy(d, data, size);
6657 //==================================================================================
6659 // LordHavoc: animcache originally written by Echon, rewritten since then
6662 * Animation cache prevents re-generating mesh data for an animated model
6663 * multiple times in one frame for lighting, shadowing, reflections, etc.
6666 void R_AnimCache_Free(void)
6670 void R_AnimCache_ClearCache(void)
6673 entity_render_t *ent;
6675 for (i = 0;i < r_refdef.scene.numentities;i++)
6677 ent = r_refdef.scene.entities[i];
6678 ent->animcache_vertex3f = NULL;
6679 ent->animcache_normal3f = NULL;
6680 ent->animcache_svector3f = NULL;
6681 ent->animcache_tvector3f = NULL;
6682 ent->animcache_vertexposition = NULL;
6683 ent->animcache_vertexmesh = NULL;
6684 ent->animcache_vertexpositionbuffer = NULL;
6685 ent->animcache_vertexmeshbuffer = NULL;
6689 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6692 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6693 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6694 if (!ent->animcache_vertexposition)
6695 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6696 if (ent->animcache_vertexposition)
6698 for (i = 0;i < numvertices;i++)
6699 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6700 // TODO: upload vertex buffer?
6702 if (ent->animcache_vertexmesh)
6704 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6705 for (i = 0;i < numvertices;i++)
6706 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6707 if (ent->animcache_svector3f)
6708 for (i = 0;i < numvertices;i++)
6709 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6710 if (ent->animcache_tvector3f)
6711 for (i = 0;i < numvertices;i++)
6712 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6713 if (ent->animcache_normal3f)
6714 for (i = 0;i < numvertices;i++)
6715 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6716 // TODO: upload vertex buffer?
6720 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6722 dp_model_t *model = ent->model;
6724 // see if it's already cached this frame
6725 if (ent->animcache_vertex3f)
6727 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6728 if (wantnormals || wanttangents)
6730 if (ent->animcache_normal3f)
6731 wantnormals = false;
6732 if (ent->animcache_svector3f)
6733 wanttangents = false;
6734 if (wantnormals || wanttangents)
6736 numvertices = model->surfmesh.num_vertices;
6738 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6741 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6742 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6744 if (!r_framedata_failed)
6746 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6747 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6754 // see if this ent is worth caching
6755 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6757 // get some memory for this entity and generate mesh data
6758 numvertices = model->surfmesh.num_vertices;
6759 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6761 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6764 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6765 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6767 if (!r_framedata_failed)
6769 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6770 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6773 return !r_framedata_failed;
6776 void R_AnimCache_CacheVisibleEntities(void)
6779 qboolean wantnormals = true;
6780 qboolean wanttangents = !r_showsurfaces.integer;
6782 switch(vid.renderpath)
6784 case RENDERPATH_GL20:
6785 case RENDERPATH_CGGL:
6787 case RENDERPATH_GL13:
6788 case RENDERPATH_GL11:
6789 wanttangents = false;
6793 if (r_shownormals.integer)
6794 wanttangents = wantnormals = true;
6796 // TODO: thread this
6797 // NOTE: R_PrepareRTLights() also caches entities
6799 for (i = 0;i < r_refdef.scene.numentities;i++)
6800 if (r_refdef.viewcache.entityvisible[i])
6801 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6804 //==================================================================================
6806 static void R_View_UpdateEntityLighting (void)
6809 entity_render_t *ent;
6810 vec3_t tempdiffusenormal, avg;
6811 vec_t f, fa, fd, fdd;
6812 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6814 for (i = 0;i < r_refdef.scene.numentities;i++)
6816 ent = r_refdef.scene.entities[i];
6818 // skip unseen models
6819 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6823 if (ent->model && ent->model->brush.num_leafs)
6825 // TODO: use modellight for r_ambient settings on world?
6826 VectorSet(ent->modellight_ambient, 0, 0, 0);
6827 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6828 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6832 // fetch the lighting from the worldmodel data
6833 VectorClear(ent->modellight_ambient);
6834 VectorClear(ent->modellight_diffuse);
6835 VectorClear(tempdiffusenormal);
6836 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6839 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6840 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6841 if(ent->flags & RENDER_EQUALIZE)
6843 // first fix up ambient lighting...
6844 if(r_equalize_entities_minambient.value > 0)
6846 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6849 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6850 if(fa < r_equalize_entities_minambient.value * fd)
6853 // fa'/fd' = minambient
6854 // fa'+0.25*fd' = fa+0.25*fd
6856 // fa' = fd' * minambient
6857 // fd'*(0.25+minambient) = fa+0.25*fd
6859 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6860 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6862 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6863 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
6864 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6865 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6870 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6872 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6873 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6876 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6877 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6878 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6884 VectorSet(ent->modellight_ambient, 1, 1, 1);
6886 // move the light direction into modelspace coordinates for lighting code
6887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6888 if(VectorLength2(ent->modellight_lightdir) == 0)
6889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6890 VectorNormalize(ent->modellight_lightdir);
6894 #define MAX_LINEOFSIGHTTRACES 64
6896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6899 vec3_t boxmins, boxmaxs;
6902 dp_model_t *model = r_refdef.scene.worldmodel;
6904 if (!model || !model->brush.TraceLineOfSight)
6907 // expand the box a little
6908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6915 // return true if eye is inside enlarged box
6916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6920 VectorCopy(eye, start);
6921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6922 if (model->brush.TraceLineOfSight(model, start, end))
6925 // try various random positions
6926 for (i = 0;i < numsamples;i++)
6928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6929 if (model->brush.TraceLineOfSight(model, start, end))
6937 static void R_View_UpdateEntityVisible (void)
6942 entity_render_t *ent;
6944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6947 : RENDER_EXTERIORMODEL;
6948 if (!r_drawviewmodel.integer)
6949 renderimask |= RENDER_VIEWMODEL;
6950 if (!r_drawexteriormodel.integer)
6951 renderimask |= RENDER_EXTERIORMODEL;
6952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6954 // worldmodel can check visibility
6955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6956 for (i = 0;i < r_refdef.scene.numentities;i++)
6958 ent = r_refdef.scene.entities[i];
6959 if (!(ent->flags & renderimask))
6960 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)))
6961 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))
6962 r_refdef.viewcache.entityvisible[i] = true;
6964 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6965 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6967 for (i = 0;i < r_refdef.scene.numentities;i++)
6969 ent = r_refdef.scene.entities[i];
6970 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6972 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6974 continue; // temp entities do pvs only
6975 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6976 ent->last_trace_visibility = realtime;
6977 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6978 r_refdef.viewcache.entityvisible[i] = 0;
6985 // no worldmodel or it can't check visibility
6986 for (i = 0;i < r_refdef.scene.numentities;i++)
6988 ent = r_refdef.scene.entities[i];
6989 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));
6994 /// only used if skyrendermasked, and normally returns false
6995 int R_DrawBrushModelsSky (void)
6998 entity_render_t *ent;
7001 for (i = 0;i < r_refdef.scene.numentities;i++)
7003 if (!r_refdef.viewcache.entityvisible[i])
7005 ent = r_refdef.scene.entities[i];
7006 if (!ent->model || !ent->model->DrawSky)
7008 ent->model->DrawSky(ent);
7014 static void R_DrawNoModel(entity_render_t *ent);
7015 static void R_DrawModels(void)
7018 entity_render_t *ent;
7020 for (i = 0;i < r_refdef.scene.numentities;i++)
7022 if (!r_refdef.viewcache.entityvisible[i])
7024 ent = r_refdef.scene.entities[i];
7025 r_refdef.stats.entities++;
7026 if (ent->model && ent->model->Draw != NULL)
7027 ent->model->Draw(ent);
7033 static void R_DrawModelsDepth(void)
7036 entity_render_t *ent;
7038 for (i = 0;i < r_refdef.scene.numentities;i++)
7040 if (!r_refdef.viewcache.entityvisible[i])
7042 ent = r_refdef.scene.entities[i];
7043 if (ent->model && ent->model->DrawDepth != NULL)
7044 ent->model->DrawDepth(ent);
7048 static void R_DrawModelsDebug(void)
7051 entity_render_t *ent;
7053 for (i = 0;i < r_refdef.scene.numentities;i++)
7055 if (!r_refdef.viewcache.entityvisible[i])
7057 ent = r_refdef.scene.entities[i];
7058 if (ent->model && ent->model->DrawDebug != NULL)
7059 ent->model->DrawDebug(ent);
7063 static void R_DrawModelsAddWaterPlanes(void)
7066 entity_render_t *ent;
7068 for (i = 0;i < r_refdef.scene.numentities;i++)
7070 if (!r_refdef.viewcache.entityvisible[i])
7072 ent = r_refdef.scene.entities[i];
7073 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7074 ent->model->DrawAddWaterPlanes(ent);
7078 static void R_View_SetFrustum(void)
7081 double slopex, slopey;
7082 vec3_t forward, left, up, origin;
7084 // we can't trust r_refdef.view.forward and friends in reflected scenes
7085 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7088 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7089 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7090 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7091 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7092 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7093 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7094 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7095 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7096 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7097 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7098 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7099 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7103 zNear = r_refdef.nearclip;
7104 nudge = 1.0 - 1.0 / (1<<23);
7105 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7106 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7107 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7108 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7109 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7110 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7111 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7112 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7118 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7119 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7120 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7121 r_refdef.view.frustum[0].dist = m[15] - m[12];
7123 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7124 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7125 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7126 r_refdef.view.frustum[1].dist = m[15] + m[12];
7128 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7129 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7130 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7131 r_refdef.view.frustum[2].dist = m[15] - m[13];
7133 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7134 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7135 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7136 r_refdef.view.frustum[3].dist = m[15] + m[13];
7138 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7139 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7140 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7141 r_refdef.view.frustum[4].dist = m[15] - m[14];
7143 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7144 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7145 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7146 r_refdef.view.frustum[5].dist = m[15] + m[14];
7149 if (r_refdef.view.useperspective)
7151 slopex = 1.0 / r_refdef.view.frustum_x;
7152 slopey = 1.0 / r_refdef.view.frustum_y;
7153 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7154 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7155 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7156 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7157 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7159 // Leaving those out was a mistake, those were in the old code, and they
7160 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7161 // I couldn't reproduce it after adding those normalizations. --blub
7162 VectorNormalize(r_refdef.view.frustum[0].normal);
7163 VectorNormalize(r_refdef.view.frustum[1].normal);
7164 VectorNormalize(r_refdef.view.frustum[2].normal);
7165 VectorNormalize(r_refdef.view.frustum[3].normal);
7167 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7168 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]);
7169 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]);
7170 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]);
7171 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]);
7173 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7174 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7175 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7176 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7177 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7181 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7182 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7183 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7184 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7185 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7186 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7187 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7188 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7189 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7190 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7192 r_refdef.view.numfrustumplanes = 5;
7194 if (r_refdef.view.useclipplane)
7196 r_refdef.view.numfrustumplanes = 6;
7197 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7200 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7201 PlaneClassify(r_refdef.view.frustum + i);
7203 // LordHavoc: note to all quake engine coders, Quake had a special case
7204 // for 90 degrees which assumed a square view (wrong), so I removed it,
7205 // Quake2 has it disabled as well.
7207 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7208 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7209 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7210 //PlaneClassify(&frustum[0]);
7212 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7213 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7214 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7215 //PlaneClassify(&frustum[1]);
7217 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7218 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7219 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7220 //PlaneClassify(&frustum[2]);
7222 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7223 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7224 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7225 //PlaneClassify(&frustum[3]);
7228 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7229 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7230 //PlaneClassify(&frustum[4]);
7233 void R_View_Update(void)
7235 R_Main_ResizeViewCache();
7236 R_View_SetFrustum();
7237 R_View_WorldVisibility(r_refdef.view.useclipplane);
7238 R_View_UpdateEntityVisible();
7239 R_View_UpdateEntityLighting();
7242 void R_SetupView(qboolean allowwaterclippingplane)
7244 const float *customclipplane = NULL;
7246 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7248 // LordHavoc: couldn't figure out how to make this approach the
7249 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7250 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7251 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7252 dist = r_refdef.view.clipplane.dist;
7253 plane[0] = r_refdef.view.clipplane.normal[0];
7254 plane[1] = r_refdef.view.clipplane.normal[1];
7255 plane[2] = r_refdef.view.clipplane.normal[2];
7257 customclipplane = plane;
7260 if (!r_refdef.view.useperspective)
7261 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);
7262 else if (vid.stencil && r_useinfinitefarclip.integer)
7263 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);
7265 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);
7266 R_SetViewport(&r_refdef.view.viewport);
7269 void R_EntityMatrix(const matrix4x4_t *matrix)
7271 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7273 gl_modelmatrixchanged = false;
7274 gl_modelmatrix = *matrix;
7275 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7276 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7277 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7278 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7280 switch(vid.renderpath)
7282 case RENDERPATH_GL20:
7283 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7284 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7285 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7287 case RENDERPATH_CGGL:
7290 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7291 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7292 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7295 case RENDERPATH_GL13:
7296 case RENDERPATH_GL11:
7297 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7303 void R_ResetViewRendering2D(void)
7305 r_viewport_t viewport;
7308 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7309 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);
7310 R_SetViewport(&viewport);
7311 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7312 GL_Color(1, 1, 1, 1);
7313 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7314 GL_BlendFunc(GL_ONE, GL_ZERO);
7315 GL_AlphaTest(false);
7316 GL_ScissorTest(false);
7317 GL_DepthMask(false);
7318 GL_DepthRange(0, 1);
7319 GL_DepthTest(false);
7320 R_EntityMatrix(&identitymatrix);
7321 R_Mesh_ResetTextureState();
7322 GL_PolygonOffset(0, 0);
7323 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7324 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7325 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7326 qglStencilMask(~0);CHECKGLERROR
7327 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7328 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7329 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7332 void R_ResetViewRendering3D(void)
7337 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7338 GL_Color(1, 1, 1, 1);
7339 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7340 GL_BlendFunc(GL_ONE, GL_ZERO);
7341 GL_AlphaTest(false);
7342 GL_ScissorTest(true);
7344 GL_DepthRange(0, 1);
7346 R_EntityMatrix(&identitymatrix);
7347 R_Mesh_ResetTextureState();
7348 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7349 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7350 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7351 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7352 qglStencilMask(~0);CHECKGLERROR
7353 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7354 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7355 GL_CullFace(r_refdef.view.cullface_back);
7360 R_RenderView_UpdateViewVectors
7363 static void R_RenderView_UpdateViewVectors(void)
7365 // break apart the view matrix into vectors for various purposes
7366 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7367 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7368 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7369 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7370 // make an inverted copy of the view matrix for tracking sprites
7371 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7374 void R_RenderScene(void);
7375 void R_RenderWaterPlanes(void);
7377 static void R_Water_StartFrame(void)
7380 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7381 r_waterstate_waterplane_t *p;
7383 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7386 switch(vid.renderpath)
7388 case RENDERPATH_GL20:
7389 case RENDERPATH_CGGL:
7391 case RENDERPATH_GL13:
7392 case RENDERPATH_GL11:
7396 // set waterwidth and waterheight to the water resolution that will be
7397 // used (often less than the screen resolution for faster rendering)
7398 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7399 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7401 // calculate desired texture sizes
7402 // can't use water if the card does not support the texture size
7403 if (!r_water.integer || r_showsurfaces.integer)
7404 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7405 else if (vid.support.arb_texture_non_power_of_two)
7407 texturewidth = waterwidth;
7408 textureheight = waterheight;
7409 camerawidth = waterwidth;
7410 cameraheight = waterheight;
7414 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7415 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7416 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7417 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7420 // allocate textures as needed
7421 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7423 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7424 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7426 if (p->texture_refraction)
7427 R_FreeTexture(p->texture_refraction);
7428 p->texture_refraction = NULL;
7429 if (p->texture_reflection)
7430 R_FreeTexture(p->texture_reflection);
7431 p->texture_reflection = NULL;
7432 if (p->texture_camera)
7433 R_FreeTexture(p->texture_camera);
7434 p->texture_camera = NULL;
7436 memset(&r_waterstate, 0, sizeof(r_waterstate));
7437 r_waterstate.texturewidth = texturewidth;
7438 r_waterstate.textureheight = textureheight;
7439 r_waterstate.camerawidth = camerawidth;
7440 r_waterstate.cameraheight = cameraheight;
7443 if (r_waterstate.texturewidth)
7445 r_waterstate.enabled = true;
7447 // when doing a reduced render (HDR) we want to use a smaller area
7448 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7449 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7451 // set up variables that will be used in shader setup
7452 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7453 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7454 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7455 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7458 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7459 r_waterstate.numwaterplanes = 0;
7462 void R_Water_AddWaterPlane(msurface_t *surface)
7464 int triangleindex, planeindex;
7471 r_waterstate_waterplane_t *p;
7472 texture_t *t = R_GetCurrentTexture(surface->texture);
7473 cam_ent = t->camera_entity;
7474 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7477 // just use the first triangle with a valid normal for any decisions
7478 VectorClear(normal);
7479 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7481 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7482 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7483 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7484 TriangleNormal(vert[0], vert[1], vert[2], normal);
7485 if (VectorLength2(normal) >= 0.001)
7489 VectorCopy(normal, plane.normal);
7490 VectorNormalize(plane.normal);
7491 plane.dist = DotProduct(vert[0], plane.normal);
7492 PlaneClassify(&plane);
7493 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7495 // skip backfaces (except if nocullface is set)
7496 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7498 VectorNegate(plane.normal, plane.normal);
7500 PlaneClassify(&plane);
7504 // find a matching plane if there is one
7505 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7506 if(p->camera_entity == t->camera_entity)
7507 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7509 if (planeindex >= r_waterstate.maxwaterplanes)
7510 return; // nothing we can do, out of planes
7512 // if this triangle does not fit any known plane rendered this frame, add one
7513 if (planeindex >= r_waterstate.numwaterplanes)
7515 // store the new plane
7516 r_waterstate.numwaterplanes++;
7518 // clear materialflags and pvs
7519 p->materialflags = 0;
7520 p->pvsvalid = false;
7521 p->camera_entity = t->camera_entity;
7523 // merge this surface's materialflags into the waterplane
7524 p->materialflags |= t->currentmaterialflags;
7525 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7527 // merge this surface's PVS into the waterplane
7528 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7529 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7530 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7532 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7538 static void R_Water_ProcessPlanes(void)
7540 r_refdef_view_t originalview;
7541 r_refdef_view_t myview;
7543 r_waterstate_waterplane_t *p;
7546 originalview = r_refdef.view;
7548 // make sure enough textures are allocated
7549 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7551 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7553 if (!p->texture_refraction)
7554 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7555 if (!p->texture_refraction)
7558 else if (p->materialflags & MATERIALFLAG_CAMERA)
7560 if (!p->texture_camera)
7561 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7562 if (!p->texture_camera)
7566 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7568 if (!p->texture_reflection)
7569 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7570 if (!p->texture_reflection)
7576 r_refdef.view = originalview;
7577 r_refdef.view.showdebug = false;
7578 r_refdef.view.width = r_waterstate.waterwidth;
7579 r_refdef.view.height = r_waterstate.waterheight;
7580 r_refdef.view.useclipplane = true;
7581 myview = r_refdef.view;
7582 r_waterstate.renderingscene = true;
7583 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7585 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7587 r_refdef.view = myview;
7588 // render reflected scene and copy into texture
7589 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7590 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7591 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7592 r_refdef.view.clipplane = p->plane;
7593 // reverse the cullface settings for this render
7594 r_refdef.view.cullface_front = GL_FRONT;
7595 r_refdef.view.cullface_back = GL_BACK;
7596 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7598 r_refdef.view.usecustompvs = true;
7600 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7602 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7605 R_ResetViewRendering3D();
7606 R_ClearScreen(r_refdef.fogenabled);
7610 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);
7613 // render the normal view scene and copy into texture
7614 // (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)
7615 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7617 r_waterstate.renderingrefraction = true;
7618 r_refdef.view = myview;
7620 r_refdef.view.clipplane = p->plane;
7621 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7622 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7624 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7626 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7627 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7628 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7629 R_RenderView_UpdateViewVectors();
7630 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);
7633 PlaneClassify(&r_refdef.view.clipplane);
7635 R_ResetViewRendering3D();
7636 R_ClearScreen(r_refdef.fogenabled);
7640 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);
7641 r_waterstate.renderingrefraction = false;
7643 else if (p->materialflags & MATERIALFLAG_CAMERA)
7645 r_refdef.view = myview;
7647 r_refdef.view.clipplane = p->plane;
7648 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7649 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7651 r_refdef.view.width = r_waterstate.camerawidth;
7652 r_refdef.view.height = r_waterstate.cameraheight;
7653 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7654 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7656 if(p->camera_entity)
7658 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7659 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7662 // reverse the cullface settings for this render
7663 r_refdef.view.cullface_front = GL_FRONT;
7664 r_refdef.view.cullface_back = GL_BACK;
7665 // also reverse the view matrix
7666 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7667 R_RenderView_UpdateViewVectors();
7668 if(p->camera_entity)
7669 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7671 // camera needs no clipplane
7672 r_refdef.view.useclipplane = false;
7674 PlaneClassify(&r_refdef.view.clipplane);
7676 R_ResetViewRendering3D();
7677 R_ClearScreen(r_refdef.fogenabled);
7681 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);
7682 r_waterstate.renderingrefraction = false;
7686 r_waterstate.renderingscene = false;
7687 r_refdef.view = originalview;
7688 R_ResetViewRendering3D();
7689 R_ClearScreen(r_refdef.fogenabled);
7693 r_refdef.view = originalview;
7694 r_waterstate.renderingscene = false;
7695 Cvar_SetValueQuick(&r_water, 0);
7696 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7700 void R_Bloom_StartFrame(void)
7702 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7704 switch(vid.renderpath)
7706 case RENDERPATH_GL20:
7707 case RENDERPATH_CGGL:
7709 case RENDERPATH_GL13:
7710 case RENDERPATH_GL11:
7714 // set bloomwidth and bloomheight to the bloom resolution that will be
7715 // used (often less than the screen resolution for faster rendering)
7716 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7717 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7718 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7719 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7720 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7722 // calculate desired texture sizes
7723 if (vid.support.arb_texture_non_power_of_two)
7725 screentexturewidth = r_refdef.view.width;
7726 screentextureheight = r_refdef.view.height;
7727 bloomtexturewidth = r_bloomstate.bloomwidth;
7728 bloomtextureheight = r_bloomstate.bloomheight;
7732 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7733 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7734 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7735 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7738 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))
7740 Cvar_SetValueQuick(&r_hdr, 0);
7741 Cvar_SetValueQuick(&r_bloom, 0);
7742 Cvar_SetValueQuick(&r_motionblur, 0);
7743 Cvar_SetValueQuick(&r_damageblur, 0);
7746 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)))
7747 screentexturewidth = screentextureheight = 0;
7748 if (!r_hdr.integer && !r_bloom.integer)
7749 bloomtexturewidth = bloomtextureheight = 0;
7751 // allocate textures as needed
7752 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7754 if (r_bloomstate.texture_screen)
7755 R_FreeTexture(r_bloomstate.texture_screen);
7756 r_bloomstate.texture_screen = NULL;
7757 r_bloomstate.screentexturewidth = screentexturewidth;
7758 r_bloomstate.screentextureheight = screentextureheight;
7759 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7760 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7762 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7764 if (r_bloomstate.texture_bloom)
7765 R_FreeTexture(r_bloomstate.texture_bloom);
7766 r_bloomstate.texture_bloom = NULL;
7767 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7768 r_bloomstate.bloomtextureheight = bloomtextureheight;
7769 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7770 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7773 // when doing a reduced render (HDR) we want to use a smaller area
7774 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7775 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7776 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7777 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7778 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7780 // set up a texcoord array for the full resolution screen image
7781 // (we have to keep this around to copy back during final render)
7782 r_bloomstate.screentexcoord2f[0] = 0;
7783 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7784 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7785 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7786 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7787 r_bloomstate.screentexcoord2f[5] = 0;
7788 r_bloomstate.screentexcoord2f[6] = 0;
7789 r_bloomstate.screentexcoord2f[7] = 0;
7791 // set up a texcoord array for the reduced resolution bloom image
7792 // (which will be additive blended over the screen image)
7793 r_bloomstate.bloomtexcoord2f[0] = 0;
7794 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7795 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7796 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7797 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7798 r_bloomstate.bloomtexcoord2f[5] = 0;
7799 r_bloomstate.bloomtexcoord2f[6] = 0;
7800 r_bloomstate.bloomtexcoord2f[7] = 0;
7802 if (r_hdr.integer || r_bloom.integer)
7804 r_bloomstate.enabled = true;
7805 r_bloomstate.hdr = r_hdr.integer != 0;
7808 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);
7811 void R_Bloom_CopyBloomTexture(float colorscale)
7813 r_refdef.stats.bloom++;
7815 // scale down screen texture to the bloom texture size
7817 R_SetViewport(&r_bloomstate.viewport);
7818 GL_BlendFunc(GL_ONE, GL_ZERO);
7819 GL_Color(colorscale, colorscale, colorscale, 1);
7820 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7821 // TODO: do boxfilter scale-down in shader?
7822 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7823 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7824 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7826 // we now have a bloom image in the framebuffer
7827 // copy it into the bloom image texture for later processing
7828 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);
7829 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7832 void R_Bloom_CopyHDRTexture(void)
7834 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);
7835 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7838 void R_Bloom_MakeTexture(void)
7841 float xoffset, yoffset, r, brighten;
7843 r_refdef.stats.bloom++;
7845 R_ResetViewRendering2D();
7847 // we have a bloom image in the framebuffer
7849 R_SetViewport(&r_bloomstate.viewport);
7851 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7854 r = bound(0, r_bloom_colorexponent.value / x, 1);
7855 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7857 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7858 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7859 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7860 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7862 // copy the vertically blurred bloom view to a texture
7863 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);
7864 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7867 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7868 brighten = r_bloom_brighten.value;
7870 brighten *= r_hdr_range.value;
7871 brighten = sqrt(brighten);
7873 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7874 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7876 for (dir = 0;dir < 2;dir++)
7878 // blend on at multiple vertical offsets to achieve a vertical blur
7879 // TODO: do offset blends using GLSL
7880 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7881 GL_BlendFunc(GL_ONE, GL_ZERO);
7882 for (x = -range;x <= range;x++)
7884 if (!dir){xoffset = 0;yoffset = x;}
7885 else {xoffset = x;yoffset = 0;}
7886 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7887 yoffset /= (float)r_bloomstate.bloomtextureheight;
7888 // compute a texcoord array with the specified x and y offset
7889 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7890 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7891 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7892 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7893 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7894 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7895 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7896 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7897 // this r value looks like a 'dot' particle, fading sharply to
7898 // black at the edges
7899 // (probably not realistic but looks good enough)
7900 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7901 //r = brighten/(range*2+1);
7902 r = brighten / (range * 2 + 1);
7904 r *= (1 - x*x/(float)(range*range));
7905 GL_Color(r, r, r, 1);
7906 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7907 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7908 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7909 GL_BlendFunc(GL_ONE, GL_ONE);
7912 // copy the vertically blurred bloom view to a texture
7913 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);
7914 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7917 // apply subtract last
7918 // (just like it would be in a GLSL shader)
7919 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7921 GL_BlendFunc(GL_ONE, GL_ZERO);
7923 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7924 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7925 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7926 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7928 GL_BlendFunc(GL_ONE, GL_ONE);
7929 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7930 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7931 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7932 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7933 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7934 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7935 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7937 // copy the darkened bloom view to a texture
7938 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);
7939 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7943 void R_HDR_RenderBloomTexture(void)
7945 int oldwidth, oldheight;
7946 float oldcolorscale;
7948 oldcolorscale = r_refdef.view.colorscale;
7949 oldwidth = r_refdef.view.width;
7950 oldheight = r_refdef.view.height;
7951 r_refdef.view.width = r_bloomstate.bloomwidth;
7952 r_refdef.view.height = r_bloomstate.bloomheight;
7954 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7955 // TODO: add exposure compensation features
7956 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7958 r_refdef.view.showdebug = false;
7959 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7961 R_ResetViewRendering3D();
7963 R_ClearScreen(r_refdef.fogenabled);
7964 if (r_timereport_active)
7965 R_TimeReport("HDRclear");
7968 if (r_timereport_active)
7969 R_TimeReport("visibility");
7971 // only do secondary renders with HDR if r_hdr is 2 or higher
7972 r_waterstate.numwaterplanes = 0;
7973 if (r_waterstate.enabled && r_hdr.integer >= 2)
7974 R_RenderWaterPlanes();
7976 r_refdef.view.showdebug = true;
7978 r_waterstate.numwaterplanes = 0;
7980 R_ResetViewRendering2D();
7982 R_Bloom_CopyHDRTexture();
7983 R_Bloom_MakeTexture();
7985 // restore the view settings
7986 r_refdef.view.width = oldwidth;
7987 r_refdef.view.height = oldheight;
7988 r_refdef.view.colorscale = oldcolorscale;
7990 R_ResetViewRendering3D();
7992 R_ClearScreen(r_refdef.fogenabled);
7993 if (r_timereport_active)
7994 R_TimeReport("viewclear");
7997 static void R_BlendView(void)
7999 unsigned int permutation;
8000 float uservecs[4][4];
8002 switch (vid.renderpath)
8004 case RENDERPATH_GL20:
8005 case RENDERPATH_CGGL:
8007 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8008 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8009 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8010 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8011 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8013 if (r_bloomstate.texture_screen)
8015 // make sure the buffer is available
8016 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8018 R_ResetViewRendering2D();
8020 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8022 // declare variables
8024 static float avgspeed;
8026 speed = VectorLength(cl.movement_velocity);
8028 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8029 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8031 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8032 speed = bound(0, speed, 1);
8033 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8035 // calculate values into a standard alpha
8036 cl.motionbluralpha = 1 - exp(-
8038 (r_motionblur.value * speed / 80)
8040 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8043 max(0.0001, cl.time - cl.oldtime) // fps independent
8046 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8047 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8049 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8051 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8052 GL_Color(1, 1, 1, cl.motionbluralpha);
8053 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8054 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8055 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8056 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8060 // copy view into the screen texture
8061 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);
8062 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8064 else if (!r_bloomstate.texture_bloom)
8066 // we may still have to do view tint...
8067 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8069 // apply a color tint to the whole view
8070 R_ResetViewRendering2D();
8071 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8072 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8073 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8074 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8075 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8077 break; // no screen processing, no bloom, skip it
8080 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8082 // render simple bloom effect
8083 // copy the screen and shrink it and darken it for the bloom process
8084 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8085 // make the bloom texture
8086 R_Bloom_MakeTexture();
8089 #if _MSC_VER >= 1400
8090 #define sscanf sscanf_s
8092 memset(uservecs, 0, sizeof(uservecs));
8093 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8094 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8095 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8096 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8098 R_ResetViewRendering2D();
8099 GL_Color(1, 1, 1, 1);
8100 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8101 GL_BlendFunc(GL_ONE, GL_ZERO);
8103 switch(vid.renderpath)
8105 case RENDERPATH_GL20:
8106 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8107 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8108 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8109 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8110 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]);
8111 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8112 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]);
8113 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]);
8114 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]);
8115 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]);
8116 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8117 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8119 case RENDERPATH_CGGL:
8121 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8122 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8123 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8124 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8125 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
8126 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8127 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
8128 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
8129 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
8130 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
8131 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8132 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8138 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8139 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8141 case RENDERPATH_GL13:
8142 case RENDERPATH_GL11:
8143 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8145 // apply a color tint to the whole view
8146 R_ResetViewRendering2D();
8147 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8148 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8149 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8151 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8157 matrix4x4_t r_waterscrollmatrix;
8159 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8161 if (r_refdef.fog_density)
8163 r_refdef.fogcolor[0] = r_refdef.fog_red;
8164 r_refdef.fogcolor[1] = r_refdef.fog_green;
8165 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8167 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8168 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8169 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8170 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8174 VectorCopy(r_refdef.fogcolor, fogvec);
8175 // color.rgb *= ContrastBoost * SceneBrightness;
8176 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8177 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8178 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8179 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8184 void R_UpdateVariables(void)
8188 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8190 r_refdef.farclip = r_farclip_base.value;
8191 if (r_refdef.scene.worldmodel)
8192 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8193 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8195 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8196 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8197 r_refdef.polygonfactor = 0;
8198 r_refdef.polygonoffset = 0;
8199 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8200 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8202 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8203 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8204 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8205 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8206 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8207 if (r_showsurfaces.integer)
8209 r_refdef.scene.rtworld = false;
8210 r_refdef.scene.rtworldshadows = false;
8211 r_refdef.scene.rtdlight = false;
8212 r_refdef.scene.rtdlightshadows = false;
8213 r_refdef.lightmapintensity = 0;
8216 if (gamemode == GAME_NEHAHRA)
8218 if (gl_fogenable.integer)
8220 r_refdef.oldgl_fogenable = true;
8221 r_refdef.fog_density = gl_fogdensity.value;
8222 r_refdef.fog_red = gl_fogred.value;
8223 r_refdef.fog_green = gl_foggreen.value;
8224 r_refdef.fog_blue = gl_fogblue.value;
8225 r_refdef.fog_alpha = 1;
8226 r_refdef.fog_start = 0;
8227 r_refdef.fog_end = gl_skyclip.value;
8228 r_refdef.fog_height = 1<<30;
8229 r_refdef.fog_fadedepth = 128;
8231 else if (r_refdef.oldgl_fogenable)
8233 r_refdef.oldgl_fogenable = false;
8234 r_refdef.fog_density = 0;
8235 r_refdef.fog_red = 0;
8236 r_refdef.fog_green = 0;
8237 r_refdef.fog_blue = 0;
8238 r_refdef.fog_alpha = 0;
8239 r_refdef.fog_start = 0;
8240 r_refdef.fog_end = 0;
8241 r_refdef.fog_height = 1<<30;
8242 r_refdef.fog_fadedepth = 128;
8246 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8247 r_refdef.fog_start = max(0, r_refdef.fog_start);
8248 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8250 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8252 if (r_refdef.fog_density && r_drawfog.integer)
8254 r_refdef.fogenabled = true;
8255 // this is the point where the fog reaches 0.9986 alpha, which we
8256 // consider a good enough cutoff point for the texture
8257 // (0.9986 * 256 == 255.6)
8258 if (r_fog_exp2.integer)
8259 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8261 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8262 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8263 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8264 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8265 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8266 R_BuildFogHeightTexture();
8267 // fog color was already set
8268 // update the fog texture
8269 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)
8270 R_BuildFogTexture();
8271 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8272 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8275 r_refdef.fogenabled = false;
8277 switch(vid.renderpath)
8279 case RENDERPATH_GL20:
8280 case RENDERPATH_CGGL:
8281 if(v_glslgamma.integer && !vid_gammatables_trivial)
8283 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8285 // build GLSL gamma texture
8286 #define RAMPWIDTH 256
8287 unsigned short ramp[RAMPWIDTH * 3];
8288 unsigned char rampbgr[RAMPWIDTH][4];
8291 r_texture_gammaramps_serial = vid_gammatables_serial;
8293 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8294 for(i = 0; i < RAMPWIDTH; ++i)
8296 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8297 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8298 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8301 if (r_texture_gammaramps)
8303 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8307 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8313 // remove GLSL gamma texture
8316 case RENDERPATH_GL13:
8317 case RENDERPATH_GL11:
8322 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8323 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8329 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8330 if( scenetype != r_currentscenetype ) {
8331 // store the old scenetype
8332 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8333 r_currentscenetype = scenetype;
8334 // move in the new scene
8335 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8344 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8346 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8347 if( scenetype == r_currentscenetype ) {
8348 return &r_refdef.scene;
8350 return &r_scenes_store[ scenetype ];
8359 void R_RenderView(void)
8361 if (r_timereport_active)
8362 R_TimeReport("start");
8363 r_textureframe++; // used only by R_GetCurrentTexture
8364 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8366 if (!r_drawentities.integer)
8367 r_refdef.scene.numentities = 0;
8369 R_AnimCache_ClearCache();
8370 R_FrameData_NewFrame();
8372 if (r_refdef.view.isoverlay)
8374 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8375 GL_Clear( GL_DEPTH_BUFFER_BIT );
8376 R_TimeReport("depthclear");
8378 r_refdef.view.showdebug = false;
8380 r_waterstate.enabled = false;
8381 r_waterstate.numwaterplanes = 0;
8389 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8390 return; //Host_Error ("R_RenderView: NULL worldmodel");
8392 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8394 R_RenderView_UpdateViewVectors();
8396 R_Shadow_UpdateWorldLightSelection();
8398 R_Bloom_StartFrame();
8399 R_Water_StartFrame();
8402 if (r_timereport_active)
8403 R_TimeReport("viewsetup");
8405 R_ResetViewRendering3D();
8407 if (r_refdef.view.clear || r_refdef.fogenabled)
8409 R_ClearScreen(r_refdef.fogenabled);
8410 if (r_timereport_active)
8411 R_TimeReport("viewclear");
8413 r_refdef.view.clear = true;
8415 // this produces a bloom texture to be used in R_BlendView() later
8416 if (r_hdr.integer && r_bloomstate.bloomwidth)
8418 R_HDR_RenderBloomTexture();
8419 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8420 r_textureframe++; // used only by R_GetCurrentTexture
8423 r_refdef.view.showdebug = true;
8426 if (r_timereport_active)
8427 R_TimeReport("visibility");
8429 r_waterstate.numwaterplanes = 0;
8430 if (r_waterstate.enabled)
8431 R_RenderWaterPlanes();
8434 r_waterstate.numwaterplanes = 0;
8437 if (r_timereport_active)
8438 R_TimeReport("blendview");
8440 GL_Scissor(0, 0, vid.width, vid.height);
8441 GL_ScissorTest(false);
8445 void R_RenderWaterPlanes(void)
8447 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8449 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8450 if (r_timereport_active)
8451 R_TimeReport("waterworld");
8454 // don't let sound skip if going slow
8455 if (r_refdef.scene.extraupdate)
8458 R_DrawModelsAddWaterPlanes();
8459 if (r_timereport_active)
8460 R_TimeReport("watermodels");
8462 if (r_waterstate.numwaterplanes)
8464 R_Water_ProcessPlanes();
8465 if (r_timereport_active)
8466 R_TimeReport("waterscenes");
8470 extern void R_DrawLightningBeams (void);
8471 extern void VM_CL_AddPolygonsToMeshQueue (void);
8472 extern void R_DrawPortals (void);
8473 extern cvar_t cl_locs_show;
8474 static void R_DrawLocs(void);
8475 static void R_DrawEntityBBoxes(void);
8476 static void R_DrawModelDecals(void);
8477 extern void R_DrawModelShadows(void);
8478 extern void R_DrawModelShadowMaps(void);
8479 extern cvar_t cl_decals_newsystem;
8480 extern qboolean r_shadow_usingdeferredprepass;
8481 void R_RenderScene(void)
8483 qboolean shadowmapping = false;
8485 if (r_timereport_active)
8486 R_TimeReport("beginscene");
8488 r_refdef.stats.renders++;
8492 // don't let sound skip if going slow
8493 if (r_refdef.scene.extraupdate)
8496 R_MeshQueue_BeginScene();
8500 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);
8502 if (r_timereport_active)
8503 R_TimeReport("skystartframe");
8505 if (cl.csqc_vidvars.drawworld)
8507 // don't let sound skip if going slow
8508 if (r_refdef.scene.extraupdate)
8511 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8513 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8514 if (r_timereport_active)
8515 R_TimeReport("worldsky");
8518 if (R_DrawBrushModelsSky() && r_timereport_active)
8519 R_TimeReport("bmodelsky");
8521 if (skyrendermasked && skyrenderlater)
8523 // we have to force off the water clipping plane while rendering sky
8527 if (r_timereport_active)
8528 R_TimeReport("sky");
8532 R_AnimCache_CacheVisibleEntities();
8533 if (r_timereport_active)
8534 R_TimeReport("animation");
8536 R_Shadow_PrepareLights();
8537 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8538 R_Shadow_PrepareModelShadows();
8539 if (r_timereport_active)
8540 R_TimeReport("preparelights");
8542 if (R_Shadow_ShadowMappingEnabled())
8543 shadowmapping = true;
8545 if (r_shadow_usingdeferredprepass)
8546 R_Shadow_DrawPrepass();
8548 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8550 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8551 if (r_timereport_active)
8552 R_TimeReport("worlddepth");
8554 if (r_depthfirst.integer >= 2)
8556 R_DrawModelsDepth();
8557 if (r_timereport_active)
8558 R_TimeReport("modeldepth");
8561 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8563 R_DrawModelShadowMaps();
8564 R_ResetViewRendering3D();
8565 // don't let sound skip if going slow
8566 if (r_refdef.scene.extraupdate)
8570 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8572 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8573 if (r_timereport_active)
8574 R_TimeReport("world");
8577 // don't let sound skip if going slow
8578 if (r_refdef.scene.extraupdate)
8582 if (r_timereport_active)
8583 R_TimeReport("models");
8585 // don't let sound skip if going slow
8586 if (r_refdef.scene.extraupdate)
8589 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8591 R_DrawModelShadows();
8592 R_ResetViewRendering3D();
8593 // don't let sound skip if going slow
8594 if (r_refdef.scene.extraupdate)
8598 if (!r_shadow_usingdeferredprepass)
8600 R_Shadow_DrawLights();
8601 if (r_timereport_active)
8602 R_TimeReport("rtlights");
8605 // don't let sound skip if going slow
8606 if (r_refdef.scene.extraupdate)
8609 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8611 R_DrawModelShadows();
8612 R_ResetViewRendering3D();
8613 // don't let sound skip if going slow
8614 if (r_refdef.scene.extraupdate)
8618 if (cl.csqc_vidvars.drawworld)
8620 if (cl_decals_newsystem.integer)
8622 R_DrawModelDecals();
8623 if (r_timereport_active)
8624 R_TimeReport("modeldecals");
8629 if (r_timereport_active)
8630 R_TimeReport("decals");
8634 if (r_timereport_active)
8635 R_TimeReport("particles");
8638 if (r_timereport_active)
8639 R_TimeReport("explosions");
8641 R_DrawLightningBeams();
8642 if (r_timereport_active)
8643 R_TimeReport("lightning");
8646 VM_CL_AddPolygonsToMeshQueue();
8648 if (r_refdef.view.showdebug)
8650 if (cl_locs_show.integer)
8653 if (r_timereport_active)
8654 R_TimeReport("showlocs");
8657 if (r_drawportals.integer)
8660 if (r_timereport_active)
8661 R_TimeReport("portals");
8664 if (r_showbboxes.value > 0)
8666 R_DrawEntityBBoxes();
8667 if (r_timereport_active)
8668 R_TimeReport("bboxes");
8672 R_MeshQueue_RenderTransparent();
8673 if (r_timereport_active)
8674 R_TimeReport("drawtrans");
8676 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))
8678 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8679 if (r_timereport_active)
8680 R_TimeReport("worlddebug");
8681 R_DrawModelsDebug();
8682 if (r_timereport_active)
8683 R_TimeReport("modeldebug");
8686 if (cl.csqc_vidvars.drawworld)
8688 R_Shadow_DrawCoronas();
8689 if (r_timereport_active)
8690 R_TimeReport("coronas");
8693 // don't let sound skip if going slow
8694 if (r_refdef.scene.extraupdate)
8697 R_ResetViewRendering2D();
8700 static const unsigned short bboxelements[36] =
8710 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8713 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8715 RSurf_ActiveWorldEntity();
8717 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8718 GL_DepthMask(false);
8719 GL_DepthRange(0, 1);
8720 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8721 R_Mesh_ResetTextureState();
8723 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8724 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8725 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8726 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8727 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8728 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8729 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8730 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8731 R_FillColors(color4f, 8, cr, cg, cb, ca);
8732 if (r_refdef.fogenabled)
8734 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8736 f1 = RSurf_FogVertex(v);
8738 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8739 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8740 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8743 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8744 R_Mesh_ResetTextureState();
8745 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8746 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8749 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8753 prvm_edict_t *edict;
8754 prvm_prog_t *prog_save = prog;
8756 // this function draws bounding boxes of server entities
8760 GL_CullFace(GL_NONE);
8761 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8765 for (i = 0;i < numsurfaces;i++)
8767 edict = PRVM_EDICT_NUM(surfacelist[i]);
8768 switch ((int)edict->fields.server->solid)
8770 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8771 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8772 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8773 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8774 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8775 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8777 color[3] *= r_showbboxes.value;
8778 color[3] = bound(0, color[3], 1);
8779 GL_DepthTest(!r_showdisabledepthtest.integer);
8780 GL_CullFace(r_refdef.view.cullface_front);
8781 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8787 static void R_DrawEntityBBoxes(void)
8790 prvm_edict_t *edict;
8792 prvm_prog_t *prog_save = prog;
8794 // this function draws bounding boxes of server entities
8800 for (i = 0;i < prog->num_edicts;i++)
8802 edict = PRVM_EDICT_NUM(i);
8803 if (edict->priv.server->free)
8805 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8806 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8808 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8810 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8811 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8817 static const int nomodelelement3i[24] =
8829 static const unsigned short nomodelelement3s[24] =
8841 static const float nomodelvertex3f[6*3] =
8851 static const float nomodelcolor4f[6*4] =
8853 0.0f, 0.0f, 0.5f, 1.0f,
8854 0.0f, 0.0f, 0.5f, 1.0f,
8855 0.0f, 0.5f, 0.0f, 1.0f,
8856 0.0f, 0.5f, 0.0f, 1.0f,
8857 0.5f, 0.0f, 0.0f, 1.0f,
8858 0.5f, 0.0f, 0.0f, 1.0f
8861 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8867 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);
8869 // this is only called once per entity so numsurfaces is always 1, and
8870 // surfacelist is always {0}, so this code does not handle batches
8872 if (rsurface.ent_flags & RENDER_ADDITIVE)
8874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8875 GL_DepthMask(false);
8877 else if (rsurface.colormod[3] < 1)
8879 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8880 GL_DepthMask(false);
8884 GL_BlendFunc(GL_ONE, GL_ZERO);
8887 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8888 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8889 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8890 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8891 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8892 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8893 for (i = 0, c = color4f;i < 6;i++, c += 4)
8895 c[0] *= rsurface.colormod[0];
8896 c[1] *= rsurface.colormod[1];
8897 c[2] *= rsurface.colormod[2];
8898 c[3] *= rsurface.colormod[3];
8900 if (r_refdef.fogenabled)
8902 for (i = 0, c = color4f;i < 6;i++, c += 4)
8904 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8906 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8907 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8908 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8911 R_Mesh_ResetTextureState();
8912 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8913 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8916 void R_DrawNoModel(entity_render_t *ent)
8919 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8920 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8921 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8923 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8926 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8928 vec3_t right1, right2, diff, normal;
8930 VectorSubtract (org2, org1, normal);
8932 // calculate 'right' vector for start
8933 VectorSubtract (r_refdef.view.origin, org1, diff);
8934 CrossProduct (normal, diff, right1);
8935 VectorNormalize (right1);
8937 // calculate 'right' vector for end
8938 VectorSubtract (r_refdef.view.origin, org2, diff);
8939 CrossProduct (normal, diff, right2);
8940 VectorNormalize (right2);
8942 vert[ 0] = org1[0] + width * right1[0];
8943 vert[ 1] = org1[1] + width * right1[1];
8944 vert[ 2] = org1[2] + width * right1[2];
8945 vert[ 3] = org1[0] - width * right1[0];
8946 vert[ 4] = org1[1] - width * right1[1];
8947 vert[ 5] = org1[2] - width * right1[2];
8948 vert[ 6] = org2[0] - width * right2[0];
8949 vert[ 7] = org2[1] - width * right2[1];
8950 vert[ 8] = org2[2] - width * right2[2];
8951 vert[ 9] = org2[0] + width * right2[0];
8952 vert[10] = org2[1] + width * right2[1];
8953 vert[11] = org2[2] + width * right2[2];
8956 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)
8958 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8959 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8960 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8961 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8962 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8963 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8964 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8965 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8966 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8967 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8968 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8969 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8972 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8977 VectorSet(v, x, y, z);
8978 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8979 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8981 if (i == mesh->numvertices)
8983 if (mesh->numvertices < mesh->maxvertices)
8985 VectorCopy(v, vertex3f);
8986 mesh->numvertices++;
8988 return mesh->numvertices;
8994 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8998 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8999 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9000 e = mesh->element3i + mesh->numtriangles * 3;
9001 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9003 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9004 if (mesh->numtriangles < mesh->maxtriangles)
9009 mesh->numtriangles++;
9011 element[1] = element[2];
9015 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9019 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9020 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9021 e = mesh->element3i + mesh->numtriangles * 3;
9022 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9024 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9025 if (mesh->numtriangles < mesh->maxtriangles)
9030 mesh->numtriangles++;
9032 element[1] = element[2];
9036 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9037 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9039 int planenum, planenum2;
9042 mplane_t *plane, *plane2;
9044 double temppoints[2][256*3];
9045 // figure out how large a bounding box we need to properly compute this brush
9047 for (w = 0;w < numplanes;w++)
9048 maxdist = max(maxdist, fabs(planes[w].dist));
9049 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9050 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9051 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9055 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9056 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9058 if (planenum2 == planenum)
9060 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);
9063 if (tempnumpoints < 3)
9065 // generate elements forming a triangle fan for this polygon
9066 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9070 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)
9072 texturelayer_t *layer;
9073 layer = t->currentlayers + t->currentnumlayers++;
9075 layer->depthmask = depthmask;
9076 layer->blendfunc1 = blendfunc1;
9077 layer->blendfunc2 = blendfunc2;
9078 layer->texture = texture;
9079 layer->texmatrix = *matrix;
9080 layer->color[0] = r;
9081 layer->color[1] = g;
9082 layer->color[2] = b;
9083 layer->color[3] = a;
9086 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9089 index = parms[2] + r_refdef.scene.time * parms[3];
9090 index -= floor(index);
9094 case Q3WAVEFUNC_NONE:
9095 case Q3WAVEFUNC_NOISE:
9096 case Q3WAVEFUNC_COUNT:
9099 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9100 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9101 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9102 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9103 case Q3WAVEFUNC_TRIANGLE:
9105 f = index - floor(index);
9116 return (float)(parms[0] + parms[1] * f);
9119 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9124 matrix4x4_t matrix, temp;
9125 switch(tcmod->tcmod)
9129 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9130 matrix = r_waterscrollmatrix;
9132 matrix = identitymatrix;
9134 case Q3TCMOD_ENTITYTRANSLATE:
9135 // this is used in Q3 to allow the gamecode to control texcoord
9136 // scrolling on the entity, which is not supported in darkplaces yet.
9137 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9139 case Q3TCMOD_ROTATE:
9140 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9141 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9142 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9145 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9147 case Q3TCMOD_SCROLL:
9148 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9150 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9151 w = (int) tcmod->parms[0];
9152 h = (int) tcmod->parms[1];
9153 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9155 idx = (int) floor(f * w * h);
9156 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9158 case Q3TCMOD_STRETCH:
9159 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9160 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9162 case Q3TCMOD_TRANSFORM:
9163 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9164 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9165 VectorSet(tcmat + 6, 0 , 0 , 1);
9166 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9167 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9169 case Q3TCMOD_TURBULENT:
9170 // this is handled in the RSurf_PrepareVertices function
9171 matrix = identitymatrix;
9175 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9178 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9180 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9181 char name[MAX_QPATH];
9182 skinframe_t *skinframe;
9183 unsigned char pixels[296*194];
9184 strlcpy(cache->name, skinname, sizeof(cache->name));
9185 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9186 if (developer_loading.integer)
9187 Con_Printf("loading %s\n", name);
9188 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9189 if (!skinframe || !skinframe->base)
9192 fs_offset_t filesize;
9194 f = FS_LoadFile(name, tempmempool, true, &filesize);
9197 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9198 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9202 cache->skinframe = skinframe;
9205 texture_t *R_GetCurrentTexture(texture_t *t)
9208 const entity_render_t *ent = rsurface.entity;
9209 dp_model_t *model = ent->model;
9210 q3shaderinfo_layer_tcmod_t *tcmod;
9212 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9213 return t->currentframe;
9214 t->update_lastrenderframe = r_textureframe;
9215 t->update_lastrenderentity = (void *)ent;
9217 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9218 t->camera_entity = ent->entitynumber;
9220 t->camera_entity = 0;
9222 // switch to an alternate material if this is a q1bsp animated material
9224 texture_t *texture = t;
9225 int s = rsurface.ent_skinnum;
9226 if ((unsigned int)s >= (unsigned int)model->numskins)
9228 if (model->skinscenes)
9230 if (model->skinscenes[s].framecount > 1)
9231 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9233 s = model->skinscenes[s].firstframe;
9236 t = t + s * model->num_surfaces;
9239 // use an alternate animation if the entity's frame is not 0,
9240 // and only if the texture has an alternate animation
9241 if (rsurface.ent_alttextures && t->anim_total[1])
9242 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9244 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9246 texture->currentframe = t;
9249 // update currentskinframe to be a qw skin or animation frame
9250 if (rsurface.ent_qwskin >= 0)
9252 i = rsurface.ent_qwskin;
9253 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9255 r_qwskincache_size = cl.maxclients;
9257 Mem_Free(r_qwskincache);
9258 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9260 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9261 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9262 t->currentskinframe = r_qwskincache[i].skinframe;
9263 if (t->currentskinframe == NULL)
9264 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9266 else if (t->numskinframes >= 2)
9267 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9268 if (t->backgroundnumskinframes >= 2)
9269 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9271 t->currentmaterialflags = t->basematerialflags;
9272 t->currentalpha = rsurface.colormod[3];
9273 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9274 t->currentalpha *= r_wateralpha.value;
9275 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9276 t->currentalpha *= t->r_water_wateralpha;
9277 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9278 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9279 if (!(rsurface.ent_flags & RENDER_LIGHT))
9280 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9281 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9283 // pick a model lighting mode
9284 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9285 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9287 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9289 if (rsurface.ent_flags & RENDER_ADDITIVE)
9290 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9291 else if (t->currentalpha < 1)
9292 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9293 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9294 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9295 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9296 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9297 if (t->backgroundnumskinframes)
9298 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9299 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9301 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9302 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9305 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9306 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9307 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9309 // there is no tcmod
9310 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9312 t->currenttexmatrix = r_waterscrollmatrix;
9313 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9315 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9317 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9318 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9321 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9322 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9323 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9324 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9326 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9327 if (t->currentskinframe->qpixels)
9328 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9329 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9330 if (!t->basetexture)
9331 t->basetexture = r_texture_notexture;
9332 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9333 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9334 t->nmaptexture = t->currentskinframe->nmap;
9335 if (!t->nmaptexture)
9336 t->nmaptexture = r_texture_blanknormalmap;
9337 t->glosstexture = r_texture_black;
9338 t->glowtexture = t->currentskinframe->glow;
9339 t->fogtexture = t->currentskinframe->fog;
9340 t->reflectmasktexture = t->currentskinframe->reflect;
9341 if (t->backgroundnumskinframes)
9343 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9344 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9345 t->backgroundglosstexture = r_texture_black;
9346 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9347 if (!t->backgroundnmaptexture)
9348 t->backgroundnmaptexture = r_texture_blanknormalmap;
9352 t->backgroundbasetexture = r_texture_white;
9353 t->backgroundnmaptexture = r_texture_blanknormalmap;
9354 t->backgroundglosstexture = r_texture_black;
9355 t->backgroundglowtexture = NULL;
9357 t->specularpower = r_shadow_glossexponent.value;
9358 // TODO: store reference values for these in the texture?
9359 t->specularscale = 0;
9360 if (r_shadow_gloss.integer > 0)
9362 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9364 if (r_shadow_glossintensity.value > 0)
9366 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9367 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9368 t->specularscale = r_shadow_glossintensity.value;
9371 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9373 t->glosstexture = r_texture_white;
9374 t->backgroundglosstexture = r_texture_white;
9375 t->specularscale = r_shadow_gloss2intensity.value;
9376 t->specularpower = r_shadow_gloss2exponent.value;
9379 t->specularscale *= t->specularscalemod;
9380 t->specularpower *= t->specularpowermod;
9382 // lightmaps mode looks bad with dlights using actual texturing, so turn
9383 // off the colormap and glossmap, but leave the normalmap on as it still
9384 // accurately represents the shading involved
9385 if (gl_lightmaps.integer)
9387 t->basetexture = r_texture_grey128;
9388 t->pantstexture = r_texture_black;
9389 t->shirttexture = r_texture_black;
9390 t->nmaptexture = r_texture_blanknormalmap;
9391 t->glosstexture = r_texture_black;
9392 t->glowtexture = NULL;
9393 t->fogtexture = NULL;
9394 t->reflectmasktexture = NULL;
9395 t->backgroundbasetexture = NULL;
9396 t->backgroundnmaptexture = r_texture_blanknormalmap;
9397 t->backgroundglosstexture = r_texture_black;
9398 t->backgroundglowtexture = NULL;
9399 t->specularscale = 0;
9400 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9403 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9404 VectorClear(t->dlightcolor);
9405 t->currentnumlayers = 0;
9406 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9408 int blendfunc1, blendfunc2;
9410 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9412 blendfunc1 = GL_SRC_ALPHA;
9413 blendfunc2 = GL_ONE;
9415 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9417 blendfunc1 = GL_SRC_ALPHA;
9418 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9420 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9422 blendfunc1 = t->customblendfunc[0];
9423 blendfunc2 = t->customblendfunc[1];
9427 blendfunc1 = GL_ONE;
9428 blendfunc2 = GL_ZERO;
9430 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9431 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9433 // fullbright is not affected by r_refdef.lightmapintensity
9434 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]);
9435 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9436 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]);
9437 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9438 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]);
9442 vec3_t ambientcolor;
9444 // set the color tint used for lights affecting this surface
9445 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9447 // q3bsp has no lightmap updates, so the lightstylevalue that
9448 // would normally be baked into the lightmap must be
9449 // applied to the color
9450 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9451 if (model->type == mod_brushq3)
9452 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9453 colorscale *= r_refdef.lightmapintensity;
9454 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9455 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9456 // basic lit geometry
9457 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]);
9458 // add pants/shirt if needed
9459 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9460 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]);
9461 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9462 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]);
9463 // now add ambient passes if needed
9464 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9466 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]);
9467 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9468 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]);
9469 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9470 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]);
9473 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9474 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]);
9475 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9477 // if this is opaque use alpha blend which will darken the earlier
9480 // if this is an alpha blended material, all the earlier passes
9481 // were darkened by fog already, so we only need to add the fog
9482 // color ontop through the fog mask texture
9484 // if this is an additive blended material, all the earlier passes
9485 // were darkened by fog already, and we should not add fog color
9486 // (because the background was not darkened, there is no fog color
9487 // that was lost behind it).
9488 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]);
9492 return t->currentframe;
9495 rsurfacestate_t rsurface;
9497 void R_Mesh_ResizeArrays(int newvertices)
9499 unsigned char *base;
9501 if (rsurface.array_size >= newvertices)
9503 if (rsurface.array_base)
9504 Mem_Free(rsurface.array_base);
9505 rsurface.array_size = (newvertices + 1023) & ~1023;
9507 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9508 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9509 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9510 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9511 size += rsurface.array_size * sizeof(float[3]);
9512 size += rsurface.array_size * sizeof(float[3]);
9513 size += rsurface.array_size * sizeof(float[3]);
9514 size += rsurface.array_size * sizeof(float[3]);
9515 size += rsurface.array_size * sizeof(float[3]);
9516 size += rsurface.array_size * sizeof(float[3]);
9517 size += rsurface.array_size * sizeof(float[3]);
9518 size += rsurface.array_size * sizeof(float[3]);
9519 size += rsurface.array_size * sizeof(float[4]);
9520 size += rsurface.array_size * sizeof(float[2]);
9521 size += rsurface.array_size * sizeof(float[2]);
9522 size += rsurface.array_size * sizeof(float[4]);
9523 size += rsurface.array_size * sizeof(int[3]);
9524 size += rsurface.array_size * sizeof(unsigned short[3]);
9525 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9526 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9527 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9528 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9529 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9530 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9531 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9532 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9533 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9534 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9535 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9536 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9537 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9538 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9539 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9540 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9541 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9542 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9543 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9546 void RSurf_ActiveWorldEntity(void)
9548 dp_model_t *model = r_refdef.scene.worldmodel;
9549 //if (rsurface.entity == r_refdef.scene.worldentity)
9551 rsurface.entity = r_refdef.scene.worldentity;
9552 rsurface.skeleton = NULL;
9553 rsurface.ent_skinnum = 0;
9554 rsurface.ent_qwskin = -1;
9555 rsurface.ent_shadertime = 0;
9556 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9557 if (rsurface.array_size < model->surfmesh.num_vertices)
9558 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9559 rsurface.matrix = identitymatrix;
9560 rsurface.inversematrix = identitymatrix;
9561 rsurface.matrixscale = 1;
9562 rsurface.inversematrixscale = 1;
9563 R_EntityMatrix(&identitymatrix);
9564 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9565 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9566 rsurface.fograngerecip = r_refdef.fograngerecip;
9567 rsurface.fogheightfade = r_refdef.fogheightfade;
9568 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9569 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9570 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9571 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9572 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9573 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9574 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9575 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9576 rsurface.colormod[3] = 1;
9577 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);
9578 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9579 rsurface.frameblend[0].lerp = 1;
9580 rsurface.ent_alttextures = false;
9581 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9582 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9583 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9584 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9585 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9586 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9587 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9588 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9589 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9590 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9591 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9592 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9593 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9594 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9595 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9596 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9597 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9598 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9599 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9600 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9601 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9602 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9603 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9604 rsurface.modelelement3i = model->surfmesh.data_element3i;
9605 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9606 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9607 rsurface.modelelement3s = model->surfmesh.data_element3s;
9608 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9609 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9610 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9611 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9612 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9613 rsurface.modelsurfaces = model->data_surfaces;
9614 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9615 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9616 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9617 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9618 rsurface.modelgeneratedvertex = false;
9619 rsurface.batchgeneratedvertex = false;
9620 rsurface.batchfirstvertex = 0;
9621 rsurface.batchnumvertices = 0;
9622 rsurface.batchfirsttriangle = 0;
9623 rsurface.batchnumtriangles = 0;
9624 rsurface.batchvertex3f = NULL;
9625 rsurface.batchvertex3f_vertexbuffer = NULL;
9626 rsurface.batchvertex3f_bufferoffset = 0;
9627 rsurface.batchsvector3f = NULL;
9628 rsurface.batchsvector3f_vertexbuffer = NULL;
9629 rsurface.batchsvector3f_bufferoffset = 0;
9630 rsurface.batchtvector3f = NULL;
9631 rsurface.batchtvector3f_vertexbuffer = NULL;
9632 rsurface.batchtvector3f_bufferoffset = 0;
9633 rsurface.batchnormal3f = NULL;
9634 rsurface.batchnormal3f_vertexbuffer = NULL;
9635 rsurface.batchnormal3f_bufferoffset = 0;
9636 rsurface.batchlightmapcolor4f = NULL;
9637 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9638 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9639 rsurface.batchtexcoordtexture2f = NULL;
9640 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9641 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9642 rsurface.batchtexcoordlightmap2f = NULL;
9643 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9644 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9645 rsurface.batchvertexmesh = NULL;
9646 rsurface.batchvertexmeshbuffer = NULL;
9647 rsurface.batchvertexposition = NULL;
9648 rsurface.batchvertexpositionbuffer = NULL;
9649 rsurface.batchelement3i = NULL;
9650 rsurface.batchelement3i_indexbuffer = NULL;
9651 rsurface.batchelement3i_bufferoffset = 0;
9652 rsurface.batchelement3s = NULL;
9653 rsurface.batchelement3s_indexbuffer = NULL;
9654 rsurface.batchelement3s_bufferoffset = 0;
9655 rsurface.passcolor4f = NULL;
9656 rsurface.passcolor4f_vertexbuffer = NULL;
9657 rsurface.passcolor4f_bufferoffset = 0;
9660 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9662 dp_model_t *model = ent->model;
9663 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9665 rsurface.entity = (entity_render_t *)ent;
9666 rsurface.skeleton = ent->skeleton;
9667 rsurface.ent_skinnum = ent->skinnum;
9668 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;
9669 rsurface.ent_shadertime = ent->shadertime;
9670 rsurface.ent_flags = ent->flags;
9671 if (rsurface.array_size < model->surfmesh.num_vertices)
9672 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9673 rsurface.matrix = ent->matrix;
9674 rsurface.inversematrix = ent->inversematrix;
9675 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9676 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9677 R_EntityMatrix(&rsurface.matrix);
9678 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9679 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9680 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9681 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9682 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9683 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9684 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9685 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9686 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9687 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9688 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9689 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9690 rsurface.colormod[3] = ent->alpha;
9691 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9692 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9693 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9694 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9695 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9696 if (ent->model->brush.submodel && !prepass)
9698 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9699 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9701 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9703 if (ent->animcache_vertex3f && !r_framedata_failed)
9705 rsurface.modelvertex3f = ent->animcache_vertex3f;
9706 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9707 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9708 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9709 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9710 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9711 rsurface.modelvertexposition = ent->animcache_vertexposition;
9712 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9714 else if (wanttangents)
9716 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9717 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9718 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9719 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9720 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9721 rsurface.modelvertexmesh = NULL;
9722 rsurface.modelvertexmeshbuffer = NULL;
9723 rsurface.modelvertexposition = NULL;
9724 rsurface.modelvertexpositionbuffer = NULL;
9726 else if (wantnormals)
9728 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9729 rsurface.modelsvector3f = NULL;
9730 rsurface.modeltvector3f = NULL;
9731 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9732 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9733 rsurface.modelvertexmesh = NULL;
9734 rsurface.modelvertexmeshbuffer = NULL;
9735 rsurface.modelvertexposition = NULL;
9736 rsurface.modelvertexpositionbuffer = NULL;
9740 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9741 rsurface.modelsvector3f = NULL;
9742 rsurface.modeltvector3f = NULL;
9743 rsurface.modelnormal3f = NULL;
9744 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9745 rsurface.modelvertexmesh = NULL;
9746 rsurface.modelvertexmeshbuffer = NULL;
9747 rsurface.modelvertexposition = NULL;
9748 rsurface.modelvertexpositionbuffer = NULL;
9750 rsurface.modelvertex3f_vertexbuffer = 0;
9751 rsurface.modelvertex3f_bufferoffset = 0;
9752 rsurface.modelsvector3f_vertexbuffer = 0;
9753 rsurface.modelsvector3f_bufferoffset = 0;
9754 rsurface.modeltvector3f_vertexbuffer = 0;
9755 rsurface.modeltvector3f_bufferoffset = 0;
9756 rsurface.modelnormal3f_vertexbuffer = 0;
9757 rsurface.modelnormal3f_bufferoffset = 0;
9758 rsurface.modelgeneratedvertex = true;
9762 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9763 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9764 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9765 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9766 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9767 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9768 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9769 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9770 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9771 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9772 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9773 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9774 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9775 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9776 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9777 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9778 rsurface.modelgeneratedvertex = false;
9780 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9781 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9782 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9783 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9784 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9785 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9786 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9787 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9788 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9789 rsurface.modelelement3i = model->surfmesh.data_element3i;
9790 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9791 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9792 rsurface.modelelement3s = model->surfmesh.data_element3s;
9793 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9794 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9795 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9796 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9797 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9798 rsurface.modelsurfaces = model->data_surfaces;
9799 rsurface.batchgeneratedvertex = false;
9800 rsurface.batchfirstvertex = 0;
9801 rsurface.batchnumvertices = 0;
9802 rsurface.batchfirsttriangle = 0;
9803 rsurface.batchnumtriangles = 0;
9804 rsurface.batchvertex3f = NULL;
9805 rsurface.batchvertex3f_vertexbuffer = NULL;
9806 rsurface.batchvertex3f_bufferoffset = 0;
9807 rsurface.batchsvector3f = NULL;
9808 rsurface.batchsvector3f_vertexbuffer = NULL;
9809 rsurface.batchsvector3f_bufferoffset = 0;
9810 rsurface.batchtvector3f = NULL;
9811 rsurface.batchtvector3f_vertexbuffer = NULL;
9812 rsurface.batchtvector3f_bufferoffset = 0;
9813 rsurface.batchnormal3f = NULL;
9814 rsurface.batchnormal3f_vertexbuffer = NULL;
9815 rsurface.batchnormal3f_bufferoffset = 0;
9816 rsurface.batchlightmapcolor4f = NULL;
9817 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9818 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9819 rsurface.batchtexcoordtexture2f = NULL;
9820 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9821 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9822 rsurface.batchtexcoordlightmap2f = NULL;
9823 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9824 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9825 rsurface.batchvertexmesh = NULL;
9826 rsurface.batchvertexmeshbuffer = NULL;
9827 rsurface.batchvertexposition = NULL;
9828 rsurface.batchvertexpositionbuffer = NULL;
9829 rsurface.batchelement3i = NULL;
9830 rsurface.batchelement3i_indexbuffer = NULL;
9831 rsurface.batchelement3i_bufferoffset = 0;
9832 rsurface.batchelement3s = NULL;
9833 rsurface.batchelement3s_indexbuffer = NULL;
9834 rsurface.batchelement3s_bufferoffset = 0;
9835 rsurface.passcolor4f = NULL;
9836 rsurface.passcolor4f_vertexbuffer = NULL;
9837 rsurface.passcolor4f_bufferoffset = 0;
9840 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)
9844 rsurface.entity = r_refdef.scene.worldentity;
9845 rsurface.skeleton = NULL;
9846 rsurface.ent_skinnum = 0;
9847 rsurface.ent_qwskin = -1;
9848 rsurface.ent_shadertime = shadertime;
9849 rsurface.ent_flags = entflags;
9850 rsurface.modelnumvertices = numvertices;
9851 rsurface.modelnumtriangles = numtriangles;
9852 if (rsurface.array_size < rsurface.modelnumvertices)
9853 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9854 rsurface.matrix = *matrix;
9855 rsurface.inversematrix = *inversematrix;
9856 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9857 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9858 R_EntityMatrix(&rsurface.matrix);
9859 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9860 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9861 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9862 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9863 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9864 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9865 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9866 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9867 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9868 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9869 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9870 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9871 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);
9872 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9873 rsurface.frameblend[0].lerp = 1;
9874 rsurface.ent_alttextures = false;
9875 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9876 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9879 rsurface.modelvertex3f = vertex3f;
9880 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9881 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9882 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9884 else if (wantnormals)
9886 rsurface.modelvertex3f = vertex3f;
9887 rsurface.modelsvector3f = NULL;
9888 rsurface.modeltvector3f = NULL;
9889 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9893 rsurface.modelvertex3f = vertex3f;
9894 rsurface.modelsvector3f = NULL;
9895 rsurface.modeltvector3f = NULL;
9896 rsurface.modelnormal3f = NULL;
9898 rsurface.modelvertexmesh = NULL;
9899 rsurface.modelvertexmeshbuffer = NULL;
9900 rsurface.modelvertexposition = NULL;
9901 rsurface.modelvertexpositionbuffer = NULL;
9902 rsurface.modelvertex3f_vertexbuffer = 0;
9903 rsurface.modelvertex3f_bufferoffset = 0;
9904 rsurface.modelsvector3f_vertexbuffer = 0;
9905 rsurface.modelsvector3f_bufferoffset = 0;
9906 rsurface.modeltvector3f_vertexbuffer = 0;
9907 rsurface.modeltvector3f_bufferoffset = 0;
9908 rsurface.modelnormal3f_vertexbuffer = 0;
9909 rsurface.modelnormal3f_bufferoffset = 0;
9910 rsurface.modelgeneratedvertex = true;
9911 rsurface.modellightmapcolor4f = color4f;
9912 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9913 rsurface.modellightmapcolor4f_bufferoffset = 0;
9914 rsurface.modeltexcoordtexture2f = texcoord2f;
9915 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9916 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9917 rsurface.modeltexcoordlightmap2f = NULL;
9918 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9919 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9920 rsurface.modelelement3i = element3i;
9921 rsurface.modelelement3i_indexbuffer = NULL;
9922 rsurface.modelelement3i_bufferoffset = 0;
9923 rsurface.modelelement3s = element3s;
9924 rsurface.modelelement3s_indexbuffer = NULL;
9925 rsurface.modelelement3s_bufferoffset = 0;
9926 rsurface.modellightmapoffsets = NULL;
9927 rsurface.modelsurfaces = NULL;
9928 rsurface.batchgeneratedvertex = false;
9929 rsurface.batchfirstvertex = 0;
9930 rsurface.batchnumvertices = 0;
9931 rsurface.batchfirsttriangle = 0;
9932 rsurface.batchnumtriangles = 0;
9933 rsurface.batchvertex3f = NULL;
9934 rsurface.batchvertex3f_vertexbuffer = NULL;
9935 rsurface.batchvertex3f_bufferoffset = 0;
9936 rsurface.batchsvector3f = NULL;
9937 rsurface.batchsvector3f_vertexbuffer = NULL;
9938 rsurface.batchsvector3f_bufferoffset = 0;
9939 rsurface.batchtvector3f = NULL;
9940 rsurface.batchtvector3f_vertexbuffer = NULL;
9941 rsurface.batchtvector3f_bufferoffset = 0;
9942 rsurface.batchnormal3f = NULL;
9943 rsurface.batchnormal3f_vertexbuffer = NULL;
9944 rsurface.batchnormal3f_bufferoffset = 0;
9945 rsurface.batchlightmapcolor4f = NULL;
9946 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9947 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9948 rsurface.batchtexcoordtexture2f = NULL;
9949 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9950 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9951 rsurface.batchtexcoordlightmap2f = NULL;
9952 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9953 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9954 rsurface.batchvertexmesh = NULL;
9955 rsurface.batchvertexmeshbuffer = NULL;
9956 rsurface.batchvertexposition = NULL;
9957 rsurface.batchvertexpositionbuffer = NULL;
9958 rsurface.batchelement3i = NULL;
9959 rsurface.batchelement3i_indexbuffer = NULL;
9960 rsurface.batchelement3i_bufferoffset = 0;
9961 rsurface.batchelement3s = NULL;
9962 rsurface.batchelement3s_indexbuffer = NULL;
9963 rsurface.batchelement3s_bufferoffset = 0;
9964 rsurface.passcolor4f = NULL;
9965 rsurface.passcolor4f_vertexbuffer = NULL;
9966 rsurface.passcolor4f_bufferoffset = 0;
9968 if (rsurface.modelnumvertices && rsurface.modelelement3i)
9970 if ((wantnormals || wanttangents) && !normal3f)
9972 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9973 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9975 if (wanttangents && !svector3f)
9977 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);
9978 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9979 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9983 // now convert arrays into vertexmesh structs
9984 for (i = 0;i < numvertices;i++)
9986 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
9987 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
9988 if (rsurface.modelsvector3f)
9989 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
9990 if (rsurface.modeltvector3f)
9991 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
9992 if (rsurface.modelnormal3f)
9993 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
9994 if (rsurface.modellightmapcolor4f)
9995 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
9996 if (rsurface.modeltexcoordtexture2f)
9997 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
9998 if (rsurface.modeltexcoordlightmap2f)
9999 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10003 float RSurf_FogPoint(const float *v)
10005 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10006 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10007 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10008 float FogHeightFade = r_refdef.fogheightfade;
10010 unsigned int fogmasktableindex;
10011 if (r_refdef.fogplaneviewabove)
10012 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10014 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10015 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10016 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10019 float RSurf_FogVertex(const float *v)
10021 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10022 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10023 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10024 float FogHeightFade = rsurface.fogheightfade;
10026 unsigned int fogmasktableindex;
10027 if (r_refdef.fogplaneviewabove)
10028 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10030 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10031 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10032 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10035 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10038 for (i = 0;i < numelements;i++)
10039 outelement3i[i] = inelement3i[i] + adjust;
10042 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10043 extern cvar_t gl_vbo;
10044 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10052 int surfacefirsttriangle;
10053 int surfacenumtriangles;
10054 int surfacefirstvertex;
10055 int surfaceendvertex;
10056 int surfacenumvertices;
10057 int surfaceadjustvertex;
10061 qboolean dynamicvertex;
10065 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10066 float waveparms[4];
10067 q3shaderinfo_deform_t *deform;
10068 const msurface_t *surface, *firstsurface;
10069 r_vertexposition_t *vertexposition;
10070 r_vertexmesh_t *vertexmesh;
10071 if (!texturenumsurfaces)
10073 // find vertex range of this surface batch
10075 firstsurface = texturesurfacelist[0];
10076 firsttriangle = firstsurface->num_firsttriangle;
10078 firstvertex = endvertex = firstsurface->num_firstvertex;
10079 for (i = 0;i < texturenumsurfaces;i++)
10081 surface = texturesurfacelist[i];
10082 if (surface != firstsurface + i)
10084 surfacefirstvertex = surface->num_firstvertex;
10085 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10086 surfacenumtriangles = surface->num_triangles;
10087 if (firstvertex > surfacefirstvertex)
10088 firstvertex = surfacefirstvertex;
10089 if (endvertex < surfaceendvertex)
10090 endvertex = surfaceendvertex;
10091 numtriangles += surfacenumtriangles;
10096 // we now know the vertex range used, and if there are any gaps in it
10097 rsurface.batchfirstvertex = firstvertex;
10098 rsurface.batchnumvertices = endvertex - firstvertex;
10099 rsurface.batchfirsttriangle = firsttriangle;
10100 rsurface.batchnumtriangles = numtriangles;
10102 // this variable holds flags for which properties have been updated that
10103 // may require regenerating vertexmesh or vertexposition arrays...
10106 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10107 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10108 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10110 switch (deform->deform)
10113 case Q3DEFORM_PROJECTIONSHADOW:
10114 case Q3DEFORM_TEXT0:
10115 case Q3DEFORM_TEXT1:
10116 case Q3DEFORM_TEXT2:
10117 case Q3DEFORM_TEXT3:
10118 case Q3DEFORM_TEXT4:
10119 case Q3DEFORM_TEXT5:
10120 case Q3DEFORM_TEXT6:
10121 case Q3DEFORM_TEXT7:
10122 case Q3DEFORM_NONE:
10124 case Q3DEFORM_AUTOSPRITE:
10125 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10126 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10128 case Q3DEFORM_AUTOSPRITE2:
10129 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10130 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10132 case Q3DEFORM_NORMAL:
10133 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10134 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10136 case Q3DEFORM_WAVE:
10137 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10138 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10140 case Q3DEFORM_BULGE:
10141 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10142 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10144 case Q3DEFORM_MOVE:
10145 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10146 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10150 switch(rsurface.texture->tcgen.tcgen)
10153 case Q3TCGEN_TEXTURE:
10155 case Q3TCGEN_LIGHTMAP:
10156 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10157 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10159 case Q3TCGEN_VECTOR:
10160 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10161 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10163 case Q3TCGEN_ENVIRONMENT:
10164 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10165 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10168 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10170 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10171 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10174 // check if any dynamic vertex processing must occur
10175 dynamicvertex = false;
10177 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10179 dynamicvertex = true;
10180 batchneed |= BATCHNEED_NOGAPS;
10181 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10184 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10186 dynamicvertex = true;
10187 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10188 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10191 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10193 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10194 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10195 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10196 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10197 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10198 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10199 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10202 // when the model data has no vertex buffer (dynamic mesh), we need to
10204 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10205 batchneed |= BATCHNEED_NOGAPS;
10207 // if needsupdate, we have to do a dynamic vertex batch for sure
10208 if (needsupdate & batchneed)
10209 dynamicvertex = true;
10211 // see if we need to build vertexmesh from arrays
10212 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10213 dynamicvertex = true;
10215 // see if we need to build vertexposition from arrays
10216 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10217 dynamicvertex = true;
10219 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10220 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10221 dynamicvertex = true;
10223 // if there is a chance of animated vertex colors, it's a dynamic batch
10224 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10225 dynamicvertex = true;
10227 rsurface.batchvertex3f = rsurface.modelvertex3f;
10228 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10229 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10230 rsurface.batchsvector3f = rsurface.modelsvector3f;
10231 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10232 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10233 rsurface.batchtvector3f = rsurface.modeltvector3f;
10234 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10235 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10236 rsurface.batchnormal3f = rsurface.modelnormal3f;
10237 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10238 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10239 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10240 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10241 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10242 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10243 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10244 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10245 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10246 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10247 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10248 rsurface.batchvertexposition = rsurface.modelvertexposition;
10249 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10250 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10251 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10252 rsurface.batchelement3i = rsurface.modelelement3i;
10253 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10254 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10255 rsurface.batchelement3s = rsurface.modelelement3s;
10256 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10257 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10259 // if any dynamic vertex processing has to occur in software, we copy the
10260 // entire surface list together before processing to rebase the vertices
10261 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10263 // if any gaps exist and we do not have a static vertex buffer, we have to
10264 // copy the surface list together to avoid wasting upload bandwidth on the
10265 // vertices in the gaps.
10267 // if gaps exist and we have a static vertex buffer, we still have to
10268 // combine the index buffer ranges into one dynamic index buffer.
10270 // in all cases we end up with data that can be drawn in one call.
10272 if (!dynamicvertex)
10274 // static vertex data, just set pointers...
10275 rsurface.batchgeneratedvertex = false;
10276 // if there are gaps, we want to build a combined index buffer,
10277 // otherwise use the original static buffer with an appropriate offset
10282 for (i = 0;i < texturenumsurfaces;i++)
10284 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10285 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10286 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10287 numtriangles += surfacenumtriangles;
10289 rsurface.batchelement3i = rsurface.array_batchelement3i;
10290 rsurface.batchelement3i_indexbuffer = NULL;
10291 rsurface.batchelement3i_bufferoffset = 0;
10292 rsurface.batchelement3s = NULL;
10293 rsurface.batchelement3s_indexbuffer = NULL;
10294 rsurface.batchelement3s_bufferoffset = 0;
10295 if (endvertex <= 65536)
10297 rsurface.batchelement3s = rsurface.array_batchelement3s;
10298 for (i = 0;i < numtriangles*3;i++)
10299 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10301 rsurface.batchfirsttriangle = firsttriangle;
10302 rsurface.batchnumtriangles = numtriangles;
10307 // something needs software processing, do it for real...
10308 // we only directly handle interleaved array data in this case...
10309 rsurface.batchgeneratedvertex = true;
10311 // now copy the vertex data into a combined array and make an index array
10312 // (this is what Quake3 does all the time)
10313 //if (gaps || rsurface.batchfirstvertex)
10315 rsurface.batchvertexposition = NULL;
10316 rsurface.batchvertexpositionbuffer = NULL;
10317 rsurface.batchvertexmesh = NULL;
10318 rsurface.batchvertexmeshbuffer = NULL;
10319 rsurface.batchvertex3f = NULL;
10320 rsurface.batchvertex3f_vertexbuffer = NULL;
10321 rsurface.batchvertex3f_bufferoffset = 0;
10322 rsurface.batchsvector3f = NULL;
10323 rsurface.batchsvector3f_vertexbuffer = NULL;
10324 rsurface.batchsvector3f_bufferoffset = 0;
10325 rsurface.batchtvector3f = NULL;
10326 rsurface.batchtvector3f_vertexbuffer = NULL;
10327 rsurface.batchtvector3f_bufferoffset = 0;
10328 rsurface.batchnormal3f = NULL;
10329 rsurface.batchnormal3f_vertexbuffer = NULL;
10330 rsurface.batchnormal3f_bufferoffset = 0;
10331 rsurface.batchlightmapcolor4f = NULL;
10332 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10333 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10334 rsurface.batchtexcoordtexture2f = NULL;
10335 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10336 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10337 rsurface.batchtexcoordlightmap2f = NULL;
10338 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10339 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10340 rsurface.batchelement3i = rsurface.array_batchelement3i;
10341 rsurface.batchelement3i_indexbuffer = NULL;
10342 rsurface.batchelement3i_bufferoffset = 0;
10343 rsurface.batchelement3s = NULL;
10344 rsurface.batchelement3s_indexbuffer = NULL;
10345 rsurface.batchelement3s_bufferoffset = 0;
10346 // we'll only be setting up certain arrays as needed
10347 if (batchneed & BATCHNEED_VERTEXPOSITION)
10348 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10349 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10350 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10351 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10352 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10353 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10354 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10355 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10357 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10358 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10360 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10361 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10362 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10363 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10364 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10365 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10368 for (i = 0;i < texturenumsurfaces;i++)
10370 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10371 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10372 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10373 surfaceadjustvertex = numvertices - surfacefirstvertex;
10374 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10375 // copy only the data requested
10376 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10377 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10378 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10379 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10380 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10382 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10383 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10384 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10385 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10386 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10388 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10389 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10391 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10392 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10393 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10394 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10395 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10396 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10398 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10399 numvertices += surfacenumvertices;
10400 numtriangles += surfacenumtriangles;
10403 // generate a 16bit index array as well if possible
10404 // (in general, dynamic batches fit)
10405 if (numvertices <= 65536)
10407 rsurface.batchelement3s = rsurface.array_batchelement3s;
10408 for (i = 0;i < numtriangles*3;i++)
10409 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10412 // since we've copied everything, the batch now starts at 0
10413 rsurface.batchfirstvertex = 0;
10414 rsurface.batchnumvertices = numvertices;
10415 rsurface.batchfirsttriangle = 0;
10416 rsurface.batchnumtriangles = numtriangles;
10419 // q1bsp surfaces rendered in vertex color mode have to have colors
10420 // calculated based on lightstyles
10421 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10423 // generate color arrays for the surfaces in this list
10427 const int *offsets;
10428 const unsigned char *lm;
10430 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10431 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10432 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10433 for (i = 0;i < texturenumsurfaces;i++)
10435 surface = texturesurfacelist[i];
10436 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10437 surfacenumvertices = surface->num_vertices;
10438 if (surface->lightmapinfo->samples)
10440 for (j = 0;j < surfacenumvertices;j++)
10442 lm = surface->lightmapinfo->samples + offsets[j];
10443 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10444 VectorScale(lm, scale, c);
10445 if (surface->lightmapinfo->styles[1] != 255)
10447 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10449 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10450 VectorMA(c, scale, lm, c);
10451 if (surface->lightmapinfo->styles[2] != 255)
10454 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10455 VectorMA(c, scale, lm, c);
10456 if (surface->lightmapinfo->styles[3] != 255)
10459 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10460 VectorMA(c, scale, lm, c);
10467 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);
10473 for (j = 0;j < surfacenumvertices;j++)
10475 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10482 // if vertices are deformed (sprite flares and things in maps, possibly
10483 // water waves, bulges and other deformations), modify the copied vertices
10485 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10487 switch (deform->deform)
10490 case Q3DEFORM_PROJECTIONSHADOW:
10491 case Q3DEFORM_TEXT0:
10492 case Q3DEFORM_TEXT1:
10493 case Q3DEFORM_TEXT2:
10494 case Q3DEFORM_TEXT3:
10495 case Q3DEFORM_TEXT4:
10496 case Q3DEFORM_TEXT5:
10497 case Q3DEFORM_TEXT6:
10498 case Q3DEFORM_TEXT7:
10499 case Q3DEFORM_NONE:
10501 case Q3DEFORM_AUTOSPRITE:
10502 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10503 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10504 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10505 VectorNormalize(newforward);
10506 VectorNormalize(newright);
10507 VectorNormalize(newup);
10508 // a single autosprite surface can contain multiple sprites...
10509 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10511 VectorClear(center);
10512 for (i = 0;i < 4;i++)
10513 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10514 VectorScale(center, 0.25f, center);
10515 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10516 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10517 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10518 for (i = 0;i < 4;i++)
10520 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10521 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10524 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10525 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);
10526 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10527 rsurface.batchvertex3f_vertexbuffer = NULL;
10528 rsurface.batchvertex3f_bufferoffset = 0;
10529 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10530 rsurface.batchsvector3f_vertexbuffer = NULL;
10531 rsurface.batchsvector3f_bufferoffset = 0;
10532 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10533 rsurface.batchtvector3f_vertexbuffer = NULL;
10534 rsurface.batchtvector3f_bufferoffset = 0;
10535 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10536 rsurface.batchnormal3f_vertexbuffer = NULL;
10537 rsurface.batchnormal3f_bufferoffset = 0;
10539 case Q3DEFORM_AUTOSPRITE2:
10540 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10541 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10542 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10543 VectorNormalize(newforward);
10544 VectorNormalize(newright);
10545 VectorNormalize(newup);
10547 const float *v1, *v2;
10557 memset(shortest, 0, sizeof(shortest));
10558 // a single autosprite surface can contain multiple sprites...
10559 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10561 VectorClear(center);
10562 for (i = 0;i < 4;i++)
10563 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10564 VectorScale(center, 0.25f, center);
10565 // find the two shortest edges, then use them to define the
10566 // axis vectors for rotating around the central axis
10567 for (i = 0;i < 6;i++)
10569 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10570 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10571 l = VectorDistance2(v1, v2);
10572 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10573 if (v1[2] != v2[2])
10574 l += (1.0f / 1024.0f);
10575 if (shortest[0].length2 > l || i == 0)
10577 shortest[1] = shortest[0];
10578 shortest[0].length2 = l;
10579 shortest[0].v1 = v1;
10580 shortest[0].v2 = v2;
10582 else if (shortest[1].length2 > l || i == 1)
10584 shortest[1].length2 = l;
10585 shortest[1].v1 = v1;
10586 shortest[1].v2 = v2;
10589 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10590 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10591 // this calculates the right vector from the shortest edge
10592 // and the up vector from the edge midpoints
10593 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10594 VectorNormalize(right);
10595 VectorSubtract(end, start, up);
10596 VectorNormalize(up);
10597 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10598 VectorSubtract(rsurface.localvieworigin, center, forward);
10599 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10600 VectorNegate(forward, forward);
10601 VectorReflect(forward, 0, up, forward);
10602 VectorNormalize(forward);
10603 CrossProduct(up, forward, newright);
10604 VectorNormalize(newright);
10605 // rotate the quad around the up axis vector, this is made
10606 // especially easy by the fact we know the quad is flat,
10607 // so we only have to subtract the center position and
10608 // measure distance along the right vector, and then
10609 // multiply that by the newright vector and add back the
10611 // we also need to subtract the old position to undo the
10612 // displacement from the center, which we do with a
10613 // DotProduct, the subtraction/addition of center is also
10614 // optimized into DotProducts here
10615 l = DotProduct(right, center);
10616 for (i = 0;i < 4;i++)
10618 v1 = rsurface.batchvertex3f + 3*(j+i);
10619 f = DotProduct(right, v1) - l;
10620 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10624 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10625 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);
10626 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10627 rsurface.batchvertex3f_vertexbuffer = NULL;
10628 rsurface.batchvertex3f_bufferoffset = 0;
10629 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10630 rsurface.batchsvector3f_vertexbuffer = NULL;
10631 rsurface.batchsvector3f_bufferoffset = 0;
10632 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10633 rsurface.batchtvector3f_vertexbuffer = NULL;
10634 rsurface.batchtvector3f_bufferoffset = 0;
10635 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10636 rsurface.batchnormal3f_vertexbuffer = NULL;
10637 rsurface.batchnormal3f_bufferoffset = 0;
10639 case Q3DEFORM_NORMAL:
10640 // deform the normals to make reflections wavey
10641 for (j = 0;j < rsurface.batchnumvertices;j++)
10644 float *normal = rsurface.array_batchnormal3f + 3*j;
10645 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10646 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10647 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]);
10648 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]);
10649 VectorNormalize(normal);
10651 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);
10652 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10653 rsurface.batchsvector3f_vertexbuffer = NULL;
10654 rsurface.batchsvector3f_bufferoffset = 0;
10655 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10656 rsurface.batchtvector3f_vertexbuffer = NULL;
10657 rsurface.batchtvector3f_bufferoffset = 0;
10658 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10659 rsurface.batchnormal3f_vertexbuffer = NULL;
10660 rsurface.batchnormal3f_bufferoffset = 0;
10662 case Q3DEFORM_WAVE:
10663 // deform vertex array to make wavey water and flags and such
10664 waveparms[0] = deform->waveparms[0];
10665 waveparms[1] = deform->waveparms[1];
10666 waveparms[2] = deform->waveparms[2];
10667 waveparms[3] = deform->waveparms[3];
10668 // this is how a divisor of vertex influence on deformation
10669 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10670 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10671 for (j = 0;j < rsurface.batchnumvertices;j++)
10673 // if the wavefunc depends on time, evaluate it per-vertex
10676 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10677 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10679 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10681 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10682 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);
10683 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10684 rsurface.batchvertex3f_vertexbuffer = NULL;
10685 rsurface.batchvertex3f_bufferoffset = 0;
10686 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10687 rsurface.batchsvector3f_vertexbuffer = NULL;
10688 rsurface.batchsvector3f_bufferoffset = 0;
10689 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10690 rsurface.batchtvector3f_vertexbuffer = NULL;
10691 rsurface.batchtvector3f_bufferoffset = 0;
10692 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10693 rsurface.batchnormal3f_vertexbuffer = NULL;
10694 rsurface.batchnormal3f_bufferoffset = 0;
10696 case Q3DEFORM_BULGE:
10697 // deform vertex array to make the surface have moving bulges
10698 for (j = 0;j < rsurface.batchnumvertices;j++)
10700 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10701 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10703 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10704 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);
10705 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10706 rsurface.batchvertex3f_vertexbuffer = NULL;
10707 rsurface.batchvertex3f_bufferoffset = 0;
10708 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10709 rsurface.batchsvector3f_vertexbuffer = NULL;
10710 rsurface.batchsvector3f_bufferoffset = 0;
10711 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10712 rsurface.batchtvector3f_vertexbuffer = NULL;
10713 rsurface.batchtvector3f_bufferoffset = 0;
10714 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10715 rsurface.batchnormal3f_vertexbuffer = NULL;
10716 rsurface.batchnormal3f_bufferoffset = 0;
10718 case Q3DEFORM_MOVE:
10719 // deform vertex array
10720 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10721 VectorScale(deform->parms, scale, waveparms);
10722 for (j = 0;j < rsurface.batchnumvertices;j++)
10723 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10724 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10725 rsurface.batchvertex3f_vertexbuffer = NULL;
10726 rsurface.batchvertex3f_bufferoffset = 0;
10731 // generate texcoords based on the chosen texcoord source
10732 switch(rsurface.texture->tcgen.tcgen)
10735 case Q3TCGEN_TEXTURE:
10737 case Q3TCGEN_LIGHTMAP:
10738 if (rsurface.batchtexcoordlightmap2f)
10739 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10740 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10741 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10742 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10744 case Q3TCGEN_VECTOR:
10745 for (j = 0;j < rsurface.batchnumvertices;j++)
10747 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10748 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10750 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10751 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10752 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10754 case Q3TCGEN_ENVIRONMENT:
10755 // make environment reflections using a spheremap
10756 for (j = 0;j < rsurface.batchnumvertices;j++)
10758 // identical to Q3A's method, but executed in worldspace so
10759 // carried models can be shiny too
10761 float viewer[3], d, reflected[3], worldreflected[3];
10763 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10764 // VectorNormalize(viewer);
10766 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10768 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10769 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10770 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10771 // note: this is proportinal to viewer, so we can normalize later
10773 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10774 VectorNormalize(worldreflected);
10776 // note: this sphere map only uses world x and z!
10777 // so positive and negative y will LOOK THE SAME.
10778 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10779 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10781 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10782 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10783 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10786 // the only tcmod that needs software vertex processing is turbulent, so
10787 // check for it here and apply the changes if needed
10788 // and we only support that as the first one
10789 // (handling a mixture of turbulent and other tcmods would be problematic
10790 // without punting it entirely to a software path)
10791 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10793 amplitude = rsurface.texture->tcmods[0].parms[1];
10794 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10795 for (j = 0;j < rsurface.batchnumvertices;j++)
10797 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);
10798 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10800 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10801 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10802 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10805 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10807 // convert the modified arrays to vertex structs
10808 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10809 rsurface.batchvertexmeshbuffer = NULL;
10810 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10811 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10812 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10813 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10814 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10815 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10816 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10818 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10820 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10821 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10824 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10825 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10826 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10827 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10828 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10829 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10830 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10831 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10832 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10835 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10837 // convert the modified arrays to vertex structs
10838 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10839 rsurface.batchvertexpositionbuffer = NULL;
10840 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10841 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10843 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10844 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10848 void RSurf_DrawBatch(void)
10850 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);
10853 static void RSurf_BindLightmapForBatch(void)
10855 switch(vid.renderpath)
10857 case RENDERPATH_CGGL:
10859 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10860 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10863 case RENDERPATH_GL20:
10864 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10865 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10867 case RENDERPATH_GL13:
10868 case RENDERPATH_GL11:
10869 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10874 static void RSurf_BindReflectionForBatch(void)
10876 // pick the closest matching water plane and bind textures
10877 int planeindex, vertexindex;
10881 r_waterstate_waterplane_t *p, *bestp;
10884 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10886 if(p->camera_entity != rsurface.texture->camera_entity)
10889 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10891 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10892 d += fabs(PlaneDiff(vert, &p->plane));
10894 if (bestd > d || !bestp)
10900 switch(vid.renderpath)
10902 case RENDERPATH_CGGL:
10904 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10905 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10906 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10909 case RENDERPATH_GL20:
10910 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10911 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10912 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10914 case RENDERPATH_GL13:
10915 case RENDERPATH_GL11:
10920 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10923 for (i = 0;i < rsurface.batchnumvertices;i++)
10924 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10925 rsurface.passcolor4f = rsurface.array_passcolor4f;
10926 rsurface.passcolor4f_vertexbuffer = 0;
10927 rsurface.passcolor4f_bufferoffset = 0;
10930 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10937 if (rsurface.passcolor4f)
10939 // generate color arrays
10940 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)
10942 f = RSurf_FogVertex(v);
10951 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10953 f = RSurf_FogVertex(v);
10960 rsurface.passcolor4f = rsurface.array_passcolor4f;
10961 rsurface.passcolor4f_vertexbuffer = 0;
10962 rsurface.passcolor4f_bufferoffset = 0;
10965 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10972 if (!rsurface.passcolor4f)
10974 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)
10976 f = RSurf_FogVertex(v);
10977 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10978 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10979 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10982 rsurface.passcolor4f = rsurface.array_passcolor4f;
10983 rsurface.passcolor4f_vertexbuffer = 0;
10984 rsurface.passcolor4f_bufferoffset = 0;
10987 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10992 if (!rsurface.passcolor4f)
10994 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11001 rsurface.passcolor4f = rsurface.array_passcolor4f;
11002 rsurface.passcolor4f_vertexbuffer = 0;
11003 rsurface.passcolor4f_bufferoffset = 0;
11006 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11011 if (!rsurface.passcolor4f)
11013 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11015 c2[0] = c[0] + r_refdef.scene.ambient;
11016 c2[1] = c[1] + r_refdef.scene.ambient;
11017 c2[2] = c[2] + r_refdef.scene.ambient;
11020 rsurface.passcolor4f = rsurface.array_passcolor4f;
11021 rsurface.passcolor4f_vertexbuffer = 0;
11022 rsurface.passcolor4f_bufferoffset = 0;
11025 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11028 rsurface.passcolor4f = NULL;
11029 rsurface.passcolor4f_vertexbuffer = 0;
11030 rsurface.passcolor4f_bufferoffset = 0;
11031 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11032 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11033 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11034 GL_Color(r, g, b, a);
11035 RSurf_BindLightmapForBatch();
11039 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11041 // TODO: optimize applyfog && applycolor case
11042 // just apply fog if necessary, and tint the fog color array if necessary
11043 rsurface.passcolor4f = NULL;
11044 rsurface.passcolor4f_vertexbuffer = 0;
11045 rsurface.passcolor4f_bufferoffset = 0;
11046 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11047 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11048 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11049 GL_Color(r, g, b, a);
11053 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11056 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11057 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11058 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11059 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11060 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11061 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11062 GL_Color(r, g, b, a);
11066 static void RSurf_DrawBatch_GL11_ClampColor(void)
11071 if (!rsurface.passcolor4f)
11073 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11075 c2[0] = bound(0.0f, c1[0], 1.0f);
11076 c2[1] = bound(0.0f, c1[1], 1.0f);
11077 c2[2] = bound(0.0f, c1[2], 1.0f);
11078 c2[3] = bound(0.0f, c1[3], 1.0f);
11082 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11090 vec3_t ambientcolor;
11091 vec3_t diffusecolor;
11095 VectorCopy(rsurface.modellight_lightdir, lightdir);
11096 f = 0.5f * r_refdef.lightmapintensity;
11097 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11098 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11099 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11100 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11101 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11102 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11104 if (VectorLength2(diffusecolor) > 0)
11106 // q3-style directional shading
11107 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)
11109 if ((f = DotProduct(n, lightdir)) > 0)
11110 VectorMA(ambientcolor, f, diffusecolor, c);
11112 VectorCopy(ambientcolor, c);
11119 rsurface.passcolor4f = rsurface.array_passcolor4f;
11120 rsurface.passcolor4f_vertexbuffer = 0;
11121 rsurface.passcolor4f_bufferoffset = 0;
11122 *applycolor = false;
11126 *r = ambientcolor[0];
11127 *g = ambientcolor[1];
11128 *b = ambientcolor[2];
11129 rsurface.passcolor4f = NULL;
11130 rsurface.passcolor4f_vertexbuffer = 0;
11131 rsurface.passcolor4f_bufferoffset = 0;
11135 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11137 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11138 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11139 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11140 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11141 GL_Color(r, g, b, a);
11145 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11151 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11153 f = 1 - RSurf_FogVertex(v);
11161 void RSurf_SetupDepthAndCulling(void)
11163 // submodels are biased to avoid z-fighting with world surfaces that they
11164 // may be exactly overlapping (avoids z-fighting artifacts on certain
11165 // doors and things in Quake maps)
11166 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11167 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11168 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11169 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11172 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11174 // transparent sky would be ridiculous
11175 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11177 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11178 skyrenderlater = true;
11179 RSurf_SetupDepthAndCulling();
11180 GL_DepthMask(true);
11181 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11182 // skymasking on them, and Quake3 never did sky masking (unlike
11183 // software Quake and software Quake2), so disable the sky masking
11184 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11185 // and skymasking also looks very bad when noclipping outside the
11186 // level, so don't use it then either.
11187 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11189 R_Mesh_ResetTextureState();
11190 if (skyrendermasked)
11192 R_SetupShader_DepthOrShadow();
11193 // depth-only (masking)
11194 GL_ColorMask(0,0,0,0);
11195 // just to make sure that braindead drivers don't draw
11196 // anything despite that colormask...
11197 GL_BlendFunc(GL_ZERO, GL_ONE);
11198 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11199 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11203 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11205 GL_BlendFunc(GL_ONE, GL_ZERO);
11206 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11207 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11208 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11211 if (skyrendermasked)
11212 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11214 R_Mesh_ResetTextureState();
11215 GL_Color(1, 1, 1, 1);
11218 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11219 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11220 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11222 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11226 // render screenspace normalmap to texture
11227 GL_DepthMask(true);
11228 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11231 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11233 // render water or distortion background, then blend surface on top
11234 GL_DepthMask(true);
11235 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, texturenumsurfaces, texturesurfacelist);
11236 RSurf_BindReflectionForBatch();
11237 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11238 RSurf_BindLightmapForBatch();
11240 GL_DepthMask(false);
11241 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11242 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11243 RSurf_BindLightmapForBatch();
11248 // render surface normally
11249 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11250 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11252 RSurf_BindReflectionForBatch();
11253 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11254 RSurf_BindLightmapForBatch();
11259 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11261 // OpenGL 1.3 path - anything not completely ancient
11262 qboolean applycolor;
11265 const texturelayer_t *layer;
11266 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);
11267 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11269 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11272 int layertexrgbscale;
11273 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11275 if (layerindex == 0)
11276 GL_AlphaTest(true);
11279 GL_AlphaTest(false);
11280 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11283 GL_DepthMask(layer->depthmask && writedepth);
11284 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11285 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11287 layertexrgbscale = 4;
11288 VectorScale(layer->color, 0.25f, layercolor);
11290 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11292 layertexrgbscale = 2;
11293 VectorScale(layer->color, 0.5f, layercolor);
11297 layertexrgbscale = 1;
11298 VectorScale(layer->color, 1.0f, layercolor);
11300 layercolor[3] = layer->color[3];
11301 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11302 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11303 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11304 switch (layer->type)
11306 case TEXTURELAYERTYPE_LITTEXTURE:
11307 // single-pass lightmapped texture with 2x rgbscale
11308 R_Mesh_TexBind(0, r_texture_white);
11309 R_Mesh_TexMatrix(0, NULL);
11310 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11311 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11312 R_Mesh_TexBind(1, layer->texture);
11313 R_Mesh_TexMatrix(1, &layer->texmatrix);
11314 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11315 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11316 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11317 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11318 else if (rsurface.uselightmaptexture)
11319 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11321 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11323 case TEXTURELAYERTYPE_TEXTURE:
11324 // singletexture unlit texture with transparency support
11325 R_Mesh_TexBind(0, layer->texture);
11326 R_Mesh_TexMatrix(0, &layer->texmatrix);
11327 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11328 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11329 R_Mesh_TexBind(1, 0);
11330 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11331 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11333 case TEXTURELAYERTYPE_FOG:
11334 // singletexture fogging
11335 if (layer->texture)
11337 R_Mesh_TexBind(0, layer->texture);
11338 R_Mesh_TexMatrix(0, &layer->texmatrix);
11339 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11340 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11344 R_Mesh_TexBind(0, 0);
11345 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11347 R_Mesh_TexBind(1, 0);
11348 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11349 // generate a color array for the fog pass
11350 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11351 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11355 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11361 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11362 GL_AlphaTest(false);
11366 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11368 // OpenGL 1.1 - crusty old voodoo path
11371 const texturelayer_t *layer;
11372 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);
11373 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11375 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
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 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11390 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11391 switch (layer->type)
11393 case TEXTURELAYERTYPE_LITTEXTURE:
11394 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11396 // two-pass lit texture with 2x rgbscale
11397 // first the lightmap pass
11398 R_Mesh_TexBind(0, r_texture_white);
11399 R_Mesh_TexMatrix(0, NULL);
11400 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11401 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11403 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11404 else if (rsurface.uselightmaptexture)
11405 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11407 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11408 // then apply the texture to it
11409 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11410 R_Mesh_TexBind(0, layer->texture);
11411 R_Mesh_TexMatrix(0, &layer->texmatrix);
11412 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11413 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11414 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);
11418 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11419 R_Mesh_TexBind(0, layer->texture);
11420 R_Mesh_TexMatrix(0, &layer->texmatrix);
11421 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11422 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11423 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11424 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);
11426 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);
11429 case TEXTURELAYERTYPE_TEXTURE:
11430 // singletexture unlit texture with transparency support
11431 R_Mesh_TexBind(0, layer->texture);
11432 R_Mesh_TexMatrix(0, &layer->texmatrix);
11433 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11434 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11435 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);
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, 1, 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 // generate a color array for the fog pass
11452 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11453 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11457 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11463 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11464 GL_AlphaTest(false);
11468 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11472 r_vertexgeneric_t *batchvertex;
11475 GL_AlphaTest(false);
11476 R_Mesh_ResetTextureState();
11477 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11479 if(rsurface.texture && rsurface.texture->currentskinframe)
11481 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11482 c[3] *= rsurface.texture->currentalpha;
11492 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11494 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11495 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11496 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11499 // brighten it up (as texture value 127 means "unlit")
11500 c[0] *= 2 * r_refdef.view.colorscale;
11501 c[1] *= 2 * r_refdef.view.colorscale;
11502 c[2] *= 2 * r_refdef.view.colorscale;
11504 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11505 c[3] *= r_wateralpha.value;
11507 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11509 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11510 GL_DepthMask(false);
11512 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11514 GL_BlendFunc(GL_ONE, GL_ONE);
11515 GL_DepthMask(false);
11517 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11519 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11520 GL_DepthMask(false);
11522 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11524 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11525 GL_DepthMask(false);
11529 GL_BlendFunc(GL_ONE, GL_ZERO);
11530 GL_DepthMask(writedepth);
11533 if (r_showsurfaces.integer == 3)
11535 rsurface.passcolor4f = NULL;
11537 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11539 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11541 rsurface.passcolor4f = NULL;
11542 rsurface.passcolor4f_vertexbuffer = 0;
11543 rsurface.passcolor4f_bufferoffset = 0;
11545 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11547 qboolean applycolor = true;
11550 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11552 r_refdef.lightmapintensity = 1;
11553 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11554 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11558 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11560 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11561 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11562 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11565 if(!rsurface.passcolor4f)
11566 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11568 RSurf_DrawBatch_GL11_ApplyAmbient();
11569 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11570 if(r_refdef.fogenabled)
11571 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11572 RSurf_DrawBatch_GL11_ClampColor();
11574 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11575 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11578 else if (!r_refdef.view.showdebug)
11580 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11581 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11582 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11584 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11585 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11587 R_Mesh_PrepareVertices_Generic_Unlock();
11590 else if (r_showsurfaces.integer == 4)
11592 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11593 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11594 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11596 unsigned char c = vi << 3;
11597 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11598 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11600 R_Mesh_PrepareVertices_Generic_Unlock();
11603 else if (r_showsurfaces.integer == 2)
11606 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11607 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11608 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11610 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11611 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11612 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11613 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11614 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11615 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11616 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11618 R_Mesh_PrepareVertices_Generic_Unlock();
11619 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11623 int texturesurfaceindex;
11625 const msurface_t *surface;
11626 unsigned char surfacecolor4ub[4];
11627 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11628 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11630 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11632 surface = texturesurfacelist[texturesurfaceindex];
11633 k = (int)(((size_t)surface) / sizeof(msurface_t));
11634 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11635 for (j = 0;j < surface->num_vertices;j++)
11637 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11638 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11642 R_Mesh_PrepareVertices_Generic_Unlock();
11647 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11650 RSurf_SetupDepthAndCulling();
11651 if (r_showsurfaces.integer)
11653 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11656 switch (vid.renderpath)
11658 case RENDERPATH_GL20:
11659 case RENDERPATH_CGGL:
11660 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11662 case RENDERPATH_GL13:
11663 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11665 case RENDERPATH_GL11:
11666 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11672 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11675 RSurf_SetupDepthAndCulling();
11676 if (r_showsurfaces.integer)
11678 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11681 switch (vid.renderpath)
11683 case RENDERPATH_GL20:
11684 case RENDERPATH_CGGL:
11685 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11687 case RENDERPATH_GL13:
11688 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11690 case RENDERPATH_GL11:
11691 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11697 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11700 int texturenumsurfaces, endsurface;
11701 texture_t *texture;
11702 const msurface_t *surface;
11703 #define MAXBATCH_TRANSPARENTSURFACES 256
11704 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11706 // if the model is static it doesn't matter what value we give for
11707 // wantnormals and wanttangents, so this logic uses only rules applicable
11708 // to a model, knowing that they are meaningless otherwise
11709 if (ent == r_refdef.scene.worldentity)
11710 RSurf_ActiveWorldEntity();
11711 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11712 RSurf_ActiveModelEntity(ent, false, false, false);
11715 switch (vid.renderpath)
11717 case RENDERPATH_GL20:
11718 case RENDERPATH_CGGL:
11719 RSurf_ActiveModelEntity(ent, true, true, false);
11721 case RENDERPATH_GL13:
11722 case RENDERPATH_GL11:
11723 RSurf_ActiveModelEntity(ent, true, false, false);
11728 if (r_transparentdepthmasking.integer)
11730 qboolean setup = false;
11731 for (i = 0;i < numsurfaces;i = j)
11734 surface = rsurface.modelsurfaces + surfacelist[i];
11735 texture = surface->texture;
11736 rsurface.texture = R_GetCurrentTexture(texture);
11737 rsurface.lightmaptexture = NULL;
11738 rsurface.deluxemaptexture = NULL;
11739 rsurface.uselightmaptexture = false;
11740 // scan ahead until we find a different texture
11741 endsurface = min(i + 1024, numsurfaces);
11742 texturenumsurfaces = 0;
11743 texturesurfacelist[texturenumsurfaces++] = surface;
11744 for (;j < endsurface;j++)
11746 surface = rsurface.modelsurfaces + surfacelist[j];
11747 if (texture != surface->texture)
11749 texturesurfacelist[texturenumsurfaces++] = surface;
11751 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11753 // render the range of surfaces as depth
11757 GL_ColorMask(0,0,0,0);
11759 GL_DepthTest(true);
11760 GL_BlendFunc(GL_ONE, GL_ZERO);
11761 GL_DepthMask(true);
11762 GL_AlphaTest(false);
11763 R_Mesh_ResetTextureState();
11764 R_SetupShader_DepthOrShadow();
11766 RSurf_SetupDepthAndCulling();
11767 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11768 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11772 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11775 for (i = 0;i < numsurfaces;i = j)
11778 surface = rsurface.modelsurfaces + surfacelist[i];
11779 texture = surface->texture;
11780 rsurface.texture = R_GetCurrentTexture(texture);
11781 rsurface.lightmaptexture = surface->lightmaptexture;
11782 rsurface.deluxemaptexture = surface->deluxemaptexture;
11783 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11784 // scan ahead until we find a different texture
11785 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11786 texturenumsurfaces = 0;
11787 texturesurfacelist[texturenumsurfaces++] = surface;
11788 for (;j < endsurface;j++)
11790 surface = rsurface.modelsurfaces + surfacelist[j];
11791 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11793 texturesurfacelist[texturenumsurfaces++] = surface;
11795 // render the range of surfaces
11796 if (ent == r_refdef.scene.worldentity)
11797 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11799 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11801 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11802 GL_AlphaTest(false);
11805 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11807 // transparent surfaces get pushed off into the transparent queue
11808 int surfacelistindex;
11809 const msurface_t *surface;
11810 vec3_t tempcenter, center;
11811 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11813 surface = texturesurfacelist[surfacelistindex];
11814 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11815 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11816 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11817 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11818 if (queueentity->transparent_offset) // transparent offset
11820 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11821 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11822 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11824 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11828 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11830 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11832 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11834 RSurf_SetupDepthAndCulling();
11835 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11836 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11840 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11842 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11845 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11848 if (!rsurface.texture->currentnumlayers)
11850 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11851 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11853 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11855 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11856 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11857 else if (!rsurface.texture->currentnumlayers)
11859 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11861 // in the deferred case, transparent surfaces were queued during prepass
11862 if (!r_shadow_usingdeferredprepass)
11863 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11867 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11868 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11873 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11876 texture_t *texture;
11877 // break the surface list down into batches by texture and use of lightmapping
11878 for (i = 0;i < numsurfaces;i = j)
11881 // texture is the base texture pointer, rsurface.texture is the
11882 // current frame/skin the texture is directing us to use (for example
11883 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11884 // use skin 1 instead)
11885 texture = surfacelist[i]->texture;
11886 rsurface.texture = R_GetCurrentTexture(texture);
11887 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11888 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11889 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11890 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11892 // if this texture is not the kind we want, skip ahead to the next one
11893 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11897 // simply scan ahead until we find a different texture or lightmap state
11898 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11900 // render the range of surfaces
11901 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11905 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11909 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11912 if (!rsurface.texture->currentnumlayers)
11914 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11915 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11917 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11919 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11920 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11921 else if (!rsurface.texture->currentnumlayers)
11923 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11925 // in the deferred case, transparent surfaces were queued during prepass
11926 if (!r_shadow_usingdeferredprepass)
11927 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11931 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11932 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11937 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11940 texture_t *texture;
11941 // break the surface list down into batches by texture and use of lightmapping
11942 for (i = 0;i < numsurfaces;i = j)
11945 // texture is the base texture pointer, rsurface.texture is the
11946 // current frame/skin the texture is directing us to use (for example
11947 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11948 // use skin 1 instead)
11949 texture = surfacelist[i]->texture;
11950 rsurface.texture = R_GetCurrentTexture(texture);
11951 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11952 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11953 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11954 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11956 // if this texture is not the kind we want, skip ahead to the next one
11957 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11961 // simply scan ahead until we find a different texture or lightmap state
11962 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11964 // render the range of surfaces
11965 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11969 float locboxvertex3f[6*4*3] =
11971 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11972 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11973 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11974 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11975 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11976 1,0,0, 0,0,0, 0,1,0, 1,1,0
11979 unsigned short locboxelements[6*2*3] =
11984 12,13,14, 12,14,15,
11985 16,17,18, 16,18,19,
11989 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11992 cl_locnode_t *loc = (cl_locnode_t *)ent;
11994 float vertex3f[6*4*3];
11996 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11997 GL_DepthMask(false);
11998 GL_DepthRange(0, 1);
11999 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12000 GL_DepthTest(true);
12001 GL_CullFace(GL_NONE);
12002 R_EntityMatrix(&identitymatrix);
12004 R_Mesh_ResetTextureState();
12006 i = surfacelist[0];
12007 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12008 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12009 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12010 surfacelist[0] < 0 ? 0.5f : 0.125f);
12012 if (VectorCompare(loc->mins, loc->maxs))
12014 VectorSet(size, 2, 2, 2);
12015 VectorMA(loc->mins, -0.5f, size, mins);
12019 VectorCopy(loc->mins, mins);
12020 VectorSubtract(loc->maxs, loc->mins, size);
12023 for (i = 0;i < 6*4*3;)
12024 for (j = 0;j < 3;j++, i++)
12025 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12027 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12028 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12029 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12032 void R_DrawLocs(void)
12035 cl_locnode_t *loc, *nearestloc;
12037 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12038 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12040 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12041 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12045 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12047 if (decalsystem->decals)
12048 Mem_Free(decalsystem->decals);
12049 memset(decalsystem, 0, sizeof(*decalsystem));
12052 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)
12055 tridecal_t *decals;
12058 // expand or initialize the system
12059 if (decalsystem->maxdecals <= decalsystem->numdecals)
12061 decalsystem_t old = *decalsystem;
12062 qboolean useshortelements;
12063 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12064 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12065 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12066 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12067 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12068 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12069 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12070 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12071 if (decalsystem->numdecals)
12072 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12074 Mem_Free(old.decals);
12075 for (i = 0;i < decalsystem->maxdecals*3;i++)
12076 decalsystem->element3i[i] = i;
12077 if (useshortelements)
12078 for (i = 0;i < decalsystem->maxdecals*3;i++)
12079 decalsystem->element3s[i] = i;
12082 // grab a decal and search for another free slot for the next one
12083 decals = decalsystem->decals;
12084 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12085 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12087 decalsystem->freedecal = i;
12088 if (decalsystem->numdecals <= i)
12089 decalsystem->numdecals = i + 1;
12091 // initialize the decal
12093 decal->triangleindex = triangleindex;
12094 decal->surfaceindex = surfaceindex;
12095 decal->decalsequence = decalsequence;
12096 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12097 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12098 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12099 decal->color4ub[0][3] = 255;
12100 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12101 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12102 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12103 decal->color4ub[1][3] = 255;
12104 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12105 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12106 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12107 decal->color4ub[2][3] = 255;
12108 decal->vertex3f[0][0] = v0[0];
12109 decal->vertex3f[0][1] = v0[1];
12110 decal->vertex3f[0][2] = v0[2];
12111 decal->vertex3f[1][0] = v1[0];
12112 decal->vertex3f[1][1] = v1[1];
12113 decal->vertex3f[1][2] = v1[2];
12114 decal->vertex3f[2][0] = v2[0];
12115 decal->vertex3f[2][1] = v2[1];
12116 decal->vertex3f[2][2] = v2[2];
12117 decal->texcoord2f[0][0] = t0[0];
12118 decal->texcoord2f[0][1] = t0[1];
12119 decal->texcoord2f[1][0] = t1[0];
12120 decal->texcoord2f[1][1] = t1[1];
12121 decal->texcoord2f[2][0] = t2[0];
12122 decal->texcoord2f[2][1] = t2[1];
12125 extern cvar_t cl_decals_bias;
12126 extern cvar_t cl_decals_models;
12127 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12128 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)
12130 matrix4x4_t projection;
12131 decalsystem_t *decalsystem;
12134 const float *vertex3f;
12135 const msurface_t *surface;
12136 const msurface_t *surfaces;
12137 const int *surfacelist;
12138 const texture_t *texture;
12140 int numsurfacelist;
12141 int surfacelistindex;
12148 float localorigin[3];
12149 float localnormal[3];
12150 float localmins[3];
12151 float localmaxs[3];
12157 float planes[6][4];
12159 float points[2][9][3];
12163 decalsystem = &ent->decalsystem;
12164 model = ent->model;
12165 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12167 R_DecalSystem_Reset(&ent->decalsystem);
12171 if (!model->brush.data_nodes && !cl_decals_models.integer)
12173 if (decalsystem->model)
12174 R_DecalSystem_Reset(decalsystem);
12178 if (decalsystem->model != model)
12179 R_DecalSystem_Reset(decalsystem);
12180 decalsystem->model = model;
12182 RSurf_ActiveModelEntity(ent, false, false, false);
12184 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12185 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12186 VectorNormalize(localnormal);
12187 localsize = worldsize*rsurface.inversematrixscale;
12188 localmins[0] = localorigin[0] - localsize;
12189 localmins[1] = localorigin[1] - localsize;
12190 localmins[2] = localorigin[2] - localsize;
12191 localmaxs[0] = localorigin[0] + localsize;
12192 localmaxs[1] = localorigin[1] + localsize;
12193 localmaxs[2] = localorigin[2] + localsize;
12195 //VectorCopy(localnormal, planes[4]);
12196 //VectorVectors(planes[4], planes[2], planes[0]);
12197 AnglesFromVectors(angles, localnormal, NULL, false);
12198 AngleVectors(angles, planes[0], planes[2], planes[4]);
12199 VectorNegate(planes[0], planes[1]);
12200 VectorNegate(planes[2], planes[3]);
12201 VectorNegate(planes[4], planes[5]);
12202 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12203 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12204 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12205 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12206 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12207 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12212 matrix4x4_t forwardprojection;
12213 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12214 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12219 float projectionvector[4][3];
12220 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12221 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12222 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12223 projectionvector[0][0] = planes[0][0] * ilocalsize;
12224 projectionvector[0][1] = planes[1][0] * ilocalsize;
12225 projectionvector[0][2] = planes[2][0] * ilocalsize;
12226 projectionvector[1][0] = planes[0][1] * ilocalsize;
12227 projectionvector[1][1] = planes[1][1] * ilocalsize;
12228 projectionvector[1][2] = planes[2][1] * ilocalsize;
12229 projectionvector[2][0] = planes[0][2] * ilocalsize;
12230 projectionvector[2][1] = planes[1][2] * ilocalsize;
12231 projectionvector[2][2] = planes[2][2] * ilocalsize;
12232 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12233 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12234 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12235 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12239 dynamic = model->surfmesh.isanimated;
12240 vertex3f = rsurface.modelvertex3f;
12241 numsurfacelist = model->nummodelsurfaces;
12242 surfacelist = model->sortedmodelsurfaces;
12243 surfaces = model->data_surfaces;
12244 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12246 surfaceindex = surfacelist[surfacelistindex];
12247 surface = surfaces + surfaceindex;
12248 // check cull box first because it rejects more than any other check
12249 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12251 // skip transparent surfaces
12252 texture = surface->texture;
12253 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12255 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12257 numtriangles = surface->num_triangles;
12258 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12260 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12262 index = 3*e[cornerindex];
12263 VectorCopy(vertex3f + index, v[cornerindex]);
12266 //TriangleNormal(v[0], v[1], v[2], normal);
12267 //if (DotProduct(normal, localnormal) < 0.0f)
12269 // clip by each of the box planes formed from the projection matrix
12270 // if anything survives, we emit the decal
12271 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]);
12274 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]);
12277 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]);
12280 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]);
12283 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]);
12286 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]);
12289 // some part of the triangle survived, so we have to accept it...
12292 // dynamic always uses the original triangle
12294 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12296 index = 3*e[cornerindex];
12297 VectorCopy(vertex3f + index, v[cornerindex]);
12300 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12302 // convert vertex positions to texcoords
12303 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12304 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12305 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12306 // calculate distance fade from the projection origin
12307 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12308 f = bound(0.0f, f, 1.0f);
12309 c[cornerindex][0] = r * f;
12310 c[cornerindex][1] = g * f;
12311 c[cornerindex][2] = b * f;
12312 c[cornerindex][3] = 1.0f;
12313 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12316 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12318 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12319 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);
12324 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12325 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)
12327 int renderentityindex;
12328 float worldmins[3];
12329 float worldmaxs[3];
12330 entity_render_t *ent;
12332 if (!cl_decals_newsystem.integer)
12335 worldmins[0] = worldorigin[0] - worldsize;
12336 worldmins[1] = worldorigin[1] - worldsize;
12337 worldmins[2] = worldorigin[2] - worldsize;
12338 worldmaxs[0] = worldorigin[0] + worldsize;
12339 worldmaxs[1] = worldorigin[1] + worldsize;
12340 worldmaxs[2] = worldorigin[2] + worldsize;
12342 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12344 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12346 ent = r_refdef.scene.entities[renderentityindex];
12347 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12350 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12354 typedef struct r_decalsystem_splatqueue_s
12356 vec3_t worldorigin;
12357 vec3_t worldnormal;
12363 r_decalsystem_splatqueue_t;
12365 int r_decalsystem_numqueued = 0;
12366 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12368 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)
12370 r_decalsystem_splatqueue_t *queue;
12372 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12375 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12376 VectorCopy(worldorigin, queue->worldorigin);
12377 VectorCopy(worldnormal, queue->worldnormal);
12378 Vector4Set(queue->color, r, g, b, a);
12379 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12380 queue->worldsize = worldsize;
12381 queue->decalsequence = cl.decalsequence++;
12384 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12387 r_decalsystem_splatqueue_t *queue;
12389 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12390 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);
12391 r_decalsystem_numqueued = 0;
12394 extern cvar_t cl_decals_max;
12395 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12398 decalsystem_t *decalsystem = &ent->decalsystem;
12405 if (!decalsystem->numdecals)
12408 if (r_showsurfaces.integer)
12411 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12413 R_DecalSystem_Reset(decalsystem);
12417 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12418 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12420 if (decalsystem->lastupdatetime)
12421 frametime = (cl.time - decalsystem->lastupdatetime);
12424 decalsystem->lastupdatetime = cl.time;
12425 decal = decalsystem->decals;
12426 numdecals = decalsystem->numdecals;
12428 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12430 if (decal->color4ub[0][3])
12432 decal->lived += frametime;
12433 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12435 memset(decal, 0, sizeof(*decal));
12436 if (decalsystem->freedecal > i)
12437 decalsystem->freedecal = i;
12441 decal = decalsystem->decals;
12442 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12445 // collapse the array by shuffling the tail decals into the gaps
12448 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12449 decalsystem->freedecal++;
12450 if (decalsystem->freedecal == numdecals)
12452 decal[decalsystem->freedecal] = decal[--numdecals];
12455 decalsystem->numdecals = numdecals;
12457 if (numdecals <= 0)
12459 // if there are no decals left, reset decalsystem
12460 R_DecalSystem_Reset(decalsystem);
12464 extern skinframe_t *decalskinframe;
12465 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12468 decalsystem_t *decalsystem = &ent->decalsystem;
12477 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12480 numdecals = decalsystem->numdecals;
12484 if (r_showsurfaces.integer)
12487 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12489 R_DecalSystem_Reset(decalsystem);
12493 // if the model is static it doesn't matter what value we give for
12494 // wantnormals and wanttangents, so this logic uses only rules applicable
12495 // to a model, knowing that they are meaningless otherwise
12496 if (ent == r_refdef.scene.worldentity)
12497 RSurf_ActiveWorldEntity();
12499 RSurf_ActiveModelEntity(ent, false, false, false);
12501 decalsystem->lastupdatetime = cl.time;
12502 decal = decalsystem->decals;
12504 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12506 // update vertex positions for animated models
12507 v3f = decalsystem->vertex3f;
12508 c4f = decalsystem->color4f;
12509 t2f = decalsystem->texcoord2f;
12510 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12512 if (!decal->color4ub[0][3])
12515 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12518 // update color values for fading decals
12519 if (decal->lived >= cl_decals_time.value)
12521 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12522 alpha *= (1.0f/255.0f);
12525 alpha = 1.0f/255.0f;
12527 c4f[ 0] = decal->color4ub[0][0] * alpha;
12528 c4f[ 1] = decal->color4ub[0][1] * alpha;
12529 c4f[ 2] = decal->color4ub[0][2] * alpha;
12531 c4f[ 4] = decal->color4ub[1][0] * alpha;
12532 c4f[ 5] = decal->color4ub[1][1] * alpha;
12533 c4f[ 6] = decal->color4ub[1][2] * alpha;
12535 c4f[ 8] = decal->color4ub[2][0] * alpha;
12536 c4f[ 9] = decal->color4ub[2][1] * alpha;
12537 c4f[10] = decal->color4ub[2][2] * alpha;
12540 t2f[0] = decal->texcoord2f[0][0];
12541 t2f[1] = decal->texcoord2f[0][1];
12542 t2f[2] = decal->texcoord2f[1][0];
12543 t2f[3] = decal->texcoord2f[1][1];
12544 t2f[4] = decal->texcoord2f[2][0];
12545 t2f[5] = decal->texcoord2f[2][1];
12547 // update vertex positions for animated models
12548 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12550 e = rsurface.modelelement3i + 3*decal->triangleindex;
12551 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12552 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12553 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12557 VectorCopy(decal->vertex3f[0], v3f);
12558 VectorCopy(decal->vertex3f[1], v3f + 3);
12559 VectorCopy(decal->vertex3f[2], v3f + 6);
12562 if (r_refdef.fogenabled)
12564 alpha = RSurf_FogVertex(v3f);
12565 VectorScale(c4f, alpha, c4f);
12566 alpha = RSurf_FogVertex(v3f + 3);
12567 VectorScale(c4f + 4, alpha, c4f + 4);
12568 alpha = RSurf_FogVertex(v3f + 6);
12569 VectorScale(c4f + 8, alpha, c4f + 8);
12580 r_refdef.stats.drawndecals += numtris;
12582 // now render the decals all at once
12583 // (this assumes they all use one particle font texture!)
12584 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);
12585 R_Mesh_ResetTextureState();
12586 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12587 GL_DepthMask(false);
12588 GL_DepthRange(0, 1);
12589 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12590 GL_DepthTest(true);
12591 GL_CullFace(GL_NONE);
12592 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12593 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12594 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12598 static void R_DrawModelDecals(void)
12602 // fade faster when there are too many decals
12603 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12604 for (i = 0;i < r_refdef.scene.numentities;i++)
12605 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12607 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12608 for (i = 0;i < r_refdef.scene.numentities;i++)
12609 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12610 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12612 R_DecalSystem_ApplySplatEntitiesQueue();
12614 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12615 for (i = 0;i < r_refdef.scene.numentities;i++)
12616 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12618 r_refdef.stats.totaldecals += numdecals;
12620 if (r_showsurfaces.integer)
12623 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12625 for (i = 0;i < r_refdef.scene.numentities;i++)
12627 if (!r_refdef.viewcache.entityvisible[i])
12629 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12630 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12634 extern cvar_t mod_collision_bih;
12635 void R_DrawDebugModel(void)
12637 entity_render_t *ent = rsurface.entity;
12638 int i, j, k, l, flagsmask;
12639 const msurface_t *surface;
12640 dp_model_t *model = ent->model;
12643 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12645 R_Mesh_ResetTextureState();
12646 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12647 GL_DepthRange(0, 1);
12648 GL_DepthTest(!r_showdisabledepthtest.integer);
12649 GL_DepthMask(false);
12650 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12652 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12656 qboolean cullbox = ent == r_refdef.scene.worldentity;
12657 const q3mbrush_t *brush;
12658 const bih_t *bih = &model->collision_bih;
12659 const bih_leaf_t *bihleaf;
12660 float vertex3f[3][3];
12661 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12663 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12665 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12667 switch (bihleaf->type)
12670 brush = model->brush.data_brushes + bihleaf->itemindex;
12671 if (brush->colbrushf && brush->colbrushf->numtriangles)
12673 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);
12674 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12675 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12678 case BIH_COLLISIONTRIANGLE:
12679 triangleindex = bihleaf->itemindex;
12680 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12681 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12682 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12683 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);
12684 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12685 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12687 case BIH_RENDERTRIANGLE:
12688 triangleindex = bihleaf->itemindex;
12689 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12690 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12691 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12692 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);
12693 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12694 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12700 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12702 if (r_showtris.integer || r_shownormals.integer)
12704 if (r_showdisabledepthtest.integer)
12706 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12707 GL_DepthMask(false);
12711 GL_BlendFunc(GL_ONE, GL_ZERO);
12712 GL_DepthMask(true);
12714 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12716 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12718 rsurface.texture = R_GetCurrentTexture(surface->texture);
12719 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12721 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12722 if (r_showtris.value > 0)
12724 if (!rsurface.texture->currentlayers->depthmask)
12725 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12726 else if (ent == r_refdef.scene.worldentity)
12727 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12729 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12730 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12731 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12733 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12736 if (r_shownormals.value < 0)
12738 qglBegin(GL_LINES);
12739 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12741 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12742 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12743 qglVertex3f(v[0], v[1], v[2]);
12744 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12745 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12746 qglVertex3f(v[0], v[1], v[2]);
12751 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12753 qglBegin(GL_LINES);
12754 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12756 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12757 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12758 qglVertex3f(v[0], v[1], v[2]);
12759 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12760 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12761 qglVertex3f(v[0], v[1], v[2]);
12765 qglBegin(GL_LINES);
12766 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12768 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12769 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12770 qglVertex3f(v[0], v[1], v[2]);
12771 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12772 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12773 qglVertex3f(v[0], v[1], v[2]);
12777 qglBegin(GL_LINES);
12778 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12780 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12781 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12782 qglVertex3f(v[0], v[1], v[2]);
12783 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12784 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12785 qglVertex3f(v[0], v[1], v[2]);
12792 rsurface.texture = NULL;
12796 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12797 int r_maxsurfacelist = 0;
12798 const msurface_t **r_surfacelist = NULL;
12799 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12801 int i, j, endj, flagsmask;
12802 dp_model_t *model = r_refdef.scene.worldmodel;
12803 msurface_t *surfaces;
12804 unsigned char *update;
12805 int numsurfacelist = 0;
12809 if (r_maxsurfacelist < model->num_surfaces)
12811 r_maxsurfacelist = model->num_surfaces;
12813 Mem_Free((msurface_t**)r_surfacelist);
12814 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12817 RSurf_ActiveWorldEntity();
12819 surfaces = model->data_surfaces;
12820 update = model->brushq1.lightmapupdateflags;
12822 // update light styles on this submodel
12823 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12825 model_brush_lightstyleinfo_t *style;
12826 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12828 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12830 int *list = style->surfacelist;
12831 style->value = r_refdef.scene.lightstylevalue[style->style];
12832 for (j = 0;j < style->numsurfaces;j++)
12833 update[list[j]] = true;
12838 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12842 R_DrawDebugModel();
12843 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12847 rsurface.lightmaptexture = NULL;
12848 rsurface.deluxemaptexture = NULL;
12849 rsurface.uselightmaptexture = false;
12850 rsurface.texture = NULL;
12851 rsurface.rtlight = NULL;
12852 numsurfacelist = 0;
12853 // add visible surfaces to draw list
12854 for (i = 0;i < model->nummodelsurfaces;i++)
12856 j = model->sortedmodelsurfaces[i];
12857 if (r_refdef.viewcache.world_surfacevisible[j])
12858 r_surfacelist[numsurfacelist++] = surfaces + j;
12860 // update lightmaps if needed
12861 if (model->brushq1.firstrender)
12863 model->brushq1.firstrender = false;
12864 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12866 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12870 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12871 if (r_refdef.viewcache.world_surfacevisible[j])
12873 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12875 // don't do anything if there were no surfaces
12876 if (!numsurfacelist)
12878 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12881 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12882 GL_AlphaTest(false);
12884 // add to stats if desired
12885 if (r_speeds.integer && !skysurfaces && !depthonly)
12887 r_refdef.stats.world_surfaces += numsurfacelist;
12888 for (j = 0;j < numsurfacelist;j++)
12889 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12892 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12895 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12897 int i, j, endj, flagsmask;
12898 dp_model_t *model = ent->model;
12899 msurface_t *surfaces;
12900 unsigned char *update;
12901 int numsurfacelist = 0;
12905 if (r_maxsurfacelist < model->num_surfaces)
12907 r_maxsurfacelist = model->num_surfaces;
12909 Mem_Free((msurface_t **)r_surfacelist);
12910 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12913 // if the model is static it doesn't matter what value we give for
12914 // wantnormals and wanttangents, so this logic uses only rules applicable
12915 // to a model, knowing that they are meaningless otherwise
12916 if (ent == r_refdef.scene.worldentity)
12917 RSurf_ActiveWorldEntity();
12918 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12919 RSurf_ActiveModelEntity(ent, false, false, false);
12921 RSurf_ActiveModelEntity(ent, true, true, true);
12922 else if (depthonly)
12924 switch (vid.renderpath)
12926 case RENDERPATH_GL20:
12927 case RENDERPATH_CGGL:
12928 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12930 case RENDERPATH_GL13:
12931 case RENDERPATH_GL11:
12932 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12938 switch (vid.renderpath)
12940 case RENDERPATH_GL20:
12941 case RENDERPATH_CGGL:
12942 RSurf_ActiveModelEntity(ent, true, true, false);
12944 case RENDERPATH_GL13:
12945 case RENDERPATH_GL11:
12946 RSurf_ActiveModelEntity(ent, true, false, false);
12951 surfaces = model->data_surfaces;
12952 update = model->brushq1.lightmapupdateflags;
12954 // update light styles
12955 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12957 model_brush_lightstyleinfo_t *style;
12958 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12960 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12962 int *list = style->surfacelist;
12963 style->value = r_refdef.scene.lightstylevalue[style->style];
12964 for (j = 0;j < style->numsurfaces;j++)
12965 update[list[j]] = true;
12970 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12974 R_DrawDebugModel();
12975 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12979 rsurface.lightmaptexture = NULL;
12980 rsurface.deluxemaptexture = NULL;
12981 rsurface.uselightmaptexture = false;
12982 rsurface.texture = NULL;
12983 rsurface.rtlight = NULL;
12984 numsurfacelist = 0;
12985 // add visible surfaces to draw list
12986 for (i = 0;i < model->nummodelsurfaces;i++)
12987 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12988 // don't do anything if there were no surfaces
12989 if (!numsurfacelist)
12991 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12994 // update lightmaps if needed
12998 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13003 R_BuildLightMap(ent, surfaces + j);
13008 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13010 R_BuildLightMap(ent, surfaces + j);
13011 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13012 GL_AlphaTest(false);
13014 // add to stats if desired
13015 if (r_speeds.integer && !skysurfaces && !depthonly)
13017 r_refdef.stats.entities_surfaces += numsurfacelist;
13018 for (j = 0;j < numsurfacelist;j++)
13019 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13022 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13025 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13027 static texture_t texture;
13028 static msurface_t surface;
13029 const msurface_t *surfacelist = &surface;
13031 // fake enough texture and surface state to render this geometry
13033 texture.update_lastrenderframe = -1; // regenerate this texture
13034 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13035 texture.currentskinframe = skinframe;
13036 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13037 texture.offsetmapping = OFFSETMAPPING_OFF;
13038 texture.offsetscale = 1;
13039 texture.specularscalemod = 1;
13040 texture.specularpowermod = 1;
13042 surface.texture = &texture;
13043 surface.num_triangles = numtriangles;
13044 surface.num_firsttriangle = firsttriangle;
13045 surface.num_vertices = numvertices;
13046 surface.num_firstvertex = firstvertex;
13049 rsurface.texture = R_GetCurrentTexture(surface.texture);
13050 rsurface.lightmaptexture = NULL;
13051 rsurface.deluxemaptexture = NULL;
13052 rsurface.uselightmaptexture = false;
13053 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13056 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)
13058 static msurface_t surface;
13059 const msurface_t *surfacelist = &surface;
13061 // fake enough texture and surface state to render this geometry
13063 surface.texture = texture;
13064 surface.num_triangles = numtriangles;
13065 surface.num_firsttriangle = firsttriangle;
13066 surface.num_vertices = numvertices;
13067 surface.num_firstvertex = firstvertex;
13070 rsurface.texture = R_GetCurrentTexture(surface.texture);
13071 rsurface.lightmaptexture = NULL;
13072 rsurface.deluxemaptexture = NULL;
13073 rsurface.uselightmaptexture = false;
13074 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);