2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
84 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
119 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 " float sobel = 1.0;\n"
698 " // vec2 ts = textureSize(Texture_First, 0);\n"
699 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 " vec2 px = PixelSize;\n"
701 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
703 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
706 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
709 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
712 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
731 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#ifdef USESATURATION\n"
736 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#ifdef USEGAMMARAMPS\n"
743 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
749 "#else // !MODE_POSTPROCESS\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
761 "#ifdef VERTEX_SHADER\n"
764 " gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#ifdef USESPECULAR\n"
769 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
785 " gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#ifdef USESPECULAR\n"
791 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 " gl_FragColor *= tex2;\n"
796 " gl_FragColor += tex2;\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
804 "#else // !MODE_GENERIC\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
814 " gl_FrontColor = gl_Color;\n"
815 " TexCoord = gl_MultiTexCoord0.xy;\n"
816 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
827 " vec2 tc = TexCoord;\n"
828 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 " tc += BloomBlur_Parameters.xy;\n"
830 " for (i = 1;i < SAMPLES;i++)\n"
832 " color += texture2D(Texture_First, tc).rgb;\n"
833 " tc += BloomBlur_Parameters.xy;\n"
835 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
847 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 " ModelViewProjectionPosition = gl_Position;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 " // FIXME temporary hack to detect the case that the reflection\n"
873 " // gets blackened at edges due to leaving the area that contains actual\n"
875 " // Remove this 'ack once we have a better way to stop this thing from\n"
877 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "#else // !MODE_REFRACTION\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
900 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 " ModelViewProjectionPosition = gl_Position;\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
925 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 " // FIXME temporary hack to detect the case that the reflection\n"
931 " // gets blackened at edges due to leaving the area that contains actual\n"
933 " // Remove this 'ack once we have a better way to stop this thing from\n"
935 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "#else // !MODE_WATER\n"
954 "// common definitions between vertex shader and fragment shader:\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
1000 "uniform vec4 FogPlane;\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1010 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1019 "uniform sampler2D Texture_Glow;\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 " fogfrac = fogheightpixel.a;\n"
1074 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 " // 14 sample relief mapping: linear search and then binary search\n"
1092 " // this basically steps forward a small amount repeatedly until it finds\n"
1093 " // itself inside solid, then jitters forward and back using decreasing\n"
1094 " // amounts to find the impact\n"
1095 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 RT = vec3(TexCoord, 1);\n"
1099 " OffsetVector *= 0.1;\n"
1100 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 " // this basically moves forward the full distance, and then backs up based\n"
1118 " // on height of samples\n"
1119 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " TexCoord += OffsetVector;\n"
1123 " OffsetVector *= 0.333;\n"
1124 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " return TexCoord;\n"
1130 "#endif // USEOFFSETMAPPING\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 " vec3 adir = abs(dir);\n"
1188 " float ma = adir.z;\n"
1189 " vec4 proj = vec4(dir, 2.5);\n"
1190 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 " vec3 adir = abs(dir);\n"
1203 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1210 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "# ifdef USESHADOWSAMPLER\n"
1214 "# ifdef USESHADOWMAPPCF\n"
1215 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1218 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1223 "# ifdef USESHADOWMAPPCF\n"
1224 "# if USESHADOWMAPPCF > 1\n"
1225 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1228 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1229 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1230 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1231 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 " vec2 offset = fract(shadowmaptc.xy);\n"
1236 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1238 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1239 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1247 "# ifdef USESHADOWMAPORTHO\n"
1248 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1258 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "# ifdef USESHADOWSAMPLER\n"
1262 "# ifdef USESHADOWMAPPCF\n"
1263 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1264 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1267 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "# ifdef USESHADOWMAPPCF\n"
1271 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "# ifdef GL_ARB_texture_gather\n"
1273 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "# if USESHADOWMAPPCF > 1\n"
1279 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1283 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1284 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1285 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1286 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1287 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1288 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 " locols.yz += group2.ab;\n"
1291 " hicols.yz += group8.rg;\n"
1292 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 " mix(locols, hicols, offset.y);\n"
1295 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 " f = dot(cols, vec4(1.0/25.0));\n"
1299 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1302 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1303 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "# ifdef GL_EXT_gpu_shader4\n"
1309 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1313 "# if USESHADOWMAPPCF > 1\n"
1314 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 " center *= ShadowMap_TextureScale;\n"
1316 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1317 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1318 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1319 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1320 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1326 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1327 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1332 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "# ifdef USESHADOWMAPORTHO\n"
1336 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1346 " // apply depth texture cubemap as light filter\n"
1347 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "# ifdef USESHADOWSAMPLER\n"
1350 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1372 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " gl_FrontColor = gl_Color;\n"
1375 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 " // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "#endif // VERTEX_SHADER\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 " // apply offsetmapping\n"
1398 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1402 "#ifdef USEALPHAKILL\n"
1403 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1435 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "#endif // VERTEX_SHADER\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 " // calculate viewspace pixel position\n"
1454 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 " // decode viewspace pixel normal\n"
1459 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 " // surfacenormal = pixel normal in viewspace\n"
1462 " // LightVector = pixel to light in viewspace\n"
1463 " // CubeVector = position in lightspace\n"
1464 " // eyevector = pixel to view in viewspace\n"
1465 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 " // calculate diffuse shading\n"
1469 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#ifdef USESPECULAR\n"
1473 " // calculate directional shading\n"
1474 " vec3 eyevector = position * -1.0;\n"
1475 "# ifdef USEEXACTSPECULARMATH\n"
1476 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 " fade *= ShadowMapCompare(CubeVector);\n"
1487 "#ifdef USEDIFFUSE\n"
1488 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#ifdef USESPECULAR\n"
1493 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "# ifdef USECUBEFILTER\n"
1499 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 " gl_FragData[0].rgb *= cubecolor;\n"
1501 " gl_FragData[1].rgb *= cubecolor;\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 " gl_FrontColor = gl_Color;\n"
1526 " // copy the surface texcoord\n"
1527 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#ifdef USELIGHTMAP\n"
1532 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 " // transform vertex position into light attenuation/cubemap space\n"
1537 " // (-1 to +1 across the light box)\n"
1538 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "# ifdef USEDIFFUSE\n"
1541 " // transform unnormalized light direction into tangent space\n"
1542 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 " // normalize it per pixel)\n"
1544 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 " // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1566 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 " VectorS = gl_MultiTexCoord1.xyz;\n"
1572 " VectorT = gl_MultiTexCoord2.xyz;\n"
1573 " VectorR = gl_MultiTexCoord3.xyz;\n"
1576 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#ifdef USEREFLECTION\n"
1584 " ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif // VERTEX_SHADER\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1603 "uniform myhalf3 Color_Glow;\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 " // apply offsetmapping\n"
1627 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1631 " // combine the diffuse textures (base, pants, shirt)\n"
1632 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 " if (color.a < 0.5)\n"
1637 " color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 " // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 " // get the material colors\n"
1658 " myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 " // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 " color.rgb = diffusetex * Color_Ambient;\n"
1695 " color.rgb *= LightColor;\n"
1696 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "# ifdef USECUBEFILTER\n"
1701 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#ifdef USEDIFFUSE\n"
1711 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 " // convert modelspace light vector to tangentspace\n"
1721 " myhalf3 lightnormal;\n"
1722 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 " color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1760 "# ifdef USEDIFFUSE\n"
1761 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "# ifdef USESPECULAR\n"
1763 "# ifdef USEEXACTSPECULARMATH\n"
1764 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 " color.rgb = diffusetex * Color_Ambient;\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1797 " color.rgb = FogVertex(color.rgb);\n"
1800 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1801 "#ifdef USEREFLECTION\n"
1802 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 " // FIXME temporary hack to detect the case that the reflection\n"
1807 " // gets blackened at edges due to leaving the area that contains actual\n"
1809 " // Remove this 'ack once we have a better way to stop this thing from\n"
1811 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 " gl_FragColor = vec4(color);\n"
1821 "#endif // FRAGMENT_SHADER\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1835 =========================================================================================================================================================
1839 =========================================================================================================================================================
1843 =========================================================================================================================================================
1847 =========================================================================================================================================================
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1895 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1913 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1925 " gl_FragColor = gl_FrontColor;\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1935 "#ifdef VERTEX_SHADER\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1947 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1962 "uniform sampler2D Texture_Second,\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1982 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#ifdef USEVIEWTINT\n"
1987 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1993 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1998 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#ifdef USESATURATION\n"
2002 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2015 "#else // !MODE_POSTPROCESS\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2035 " gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#ifdef USESPECULAR\n"
2040 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2059 "out float4 gl_FragColor : COLOR\n"
2062 " gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#ifdef USESPECULAR\n"
2068 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 " gl_FragColor *= tex2;\n"
2073 " gl_FragColor += tex2;\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2081 "#else // !MODE_GENERIC\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2097 " TexCoord = gl_MultiTexCoord0.xy;\n"
2098 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2113 " float2 tc = TexCoord;\n"
2114 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 " tc += BloomBlur_Parameters.xy;\n"
2116 " for (i = 1;i < SAMPLES;i++)\n"
2118 " color += tex2D(Texture_First, tc).rgb;\n"
2119 " tc += BloomBlur_Parameters.xy;\n"
2121 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 " ModelViewProjectionPosition = gl_Position;\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2162 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 " // FIXME temporary hack to detect the case that the reflection\n"
2167 " // gets blackened at edges due to leaving the area that contains actual\n"
2169 " // Remove this 'ack once we have a better way to stop this thing from\n"
2171 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "#else // !MODE_REFRACTION\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 " ModelViewProjectionPosition = gl_Position;\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2229 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 " // FIXME temporary hack to detect the case that the reflection\n"
2234 " // gets blackened at edges due to leaving the area that contains actual\n"
2236 " // Remove this 'ack once we have a better way to stop this thing from\n"
2238 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "#else // !MODE_WATER\n"
2257 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 " fogfrac = fogheightpixel.a;\n"
2269 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 " // 14 sample relief mapping: linear search and then binary search\n"
2286 " // this basically steps forward a small amount repeatedly until it finds\n"
2287 " // itself inside solid, then jitters forward and back using decreasing\n"
2288 " // amounts to find the impact\n"
2289 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 RT = float3(TexCoord, 1);\n"
2293 " OffsetVector *= 0.1;\n"
2294 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 " // this basically moves forward the full distance, and then backs up based\n"
2312 " // on height of samples\n"
2313 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " TexCoord += OffsetVector;\n"
2317 " OffsetVector *= 0.333;\n"
2318 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " return TexCoord;\n"
2324 "#endif // USEOFFSETMAPPING\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 " float3 adir = abs(dir);\n"
2335 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 " float3 adir = abs(dir);\n"
2343 " float ma = adir.z;\n"
2344 " float4 proj = float4(dir, 2.5);\n"
2345 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 " float3 adir = abs(dir);\n"
2358 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "# ifdef USESHADOWSAMPLER\n"
2377 "# ifdef USESHADOWMAPPCF\n"
2378 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2386 "# ifdef USESHADOWMAPPCF\n"
2387 "# if USESHADOWMAPPCF > 1\n"
2388 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2391 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2392 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2393 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2394 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 " float2 offset = frac(shadowmaptc.xy);\n"
2399 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2401 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2402 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2410 "# ifdef USESHADOWMAPORTHO\n"
2411 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2432 "# ifdef USESHADOWSAMPLER\n"
2433 "# ifdef USESHADOWMAPPCF\n"
2434 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2435 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "# ifdef USESHADOWMAPPCF\n"
2442 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "# ifdef GL_ARB_texture_gather\n"
2444 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 " center *= ShadowMap_TextureScale;\n"
2450 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2453 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2454 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2459 "# if USESHADOWMAPPCF > 1\n"
2460 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 " center *= ShadowMap_TextureScale;\n"
2462 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2463 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2464 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2465 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2466 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2472 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2473 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2478 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "# ifdef USESHADOWMAPORTHO\n"
2482 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 " // apply depth texture cubemap as light filter\n"
2493 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 " gl_FrontColor = gl_Color;\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2586 " float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 " // apply offsetmapping\n"
2589 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2593 "#ifdef USEALPHAKILL\n"
2594 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "#endif // VERTEX_SHADER\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2697 " // calculate viewspace pixel position\n"
2698 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 " float3 position;\n"
2701 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 " // decode viewspace pixel normal\n"
2704 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 " // surfacenormal = pixel normal in viewspace\n"
2707 " // LightVector = pixel to light in viewspace\n"
2708 " // CubeVector = position in lightspace\n"
2709 " // eyevector = pixel to view in viewspace\n"
2710 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 " // calculate diffuse shading\n"
2714 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#ifdef USESPECULAR\n"
2718 " // calculate directional shading\n"
2719 " float3 eyevector = position * -1.0;\n"
2720 "# ifdef USEEXACTSPECULARMATH\n"
2721 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 " fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2746 "#ifdef USEDIFFUSE\n"
2747 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#ifdef USESPECULAR\n"
2752 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "# ifdef USECUBEFILTER\n"
2758 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 " gl_FragData0.rgb *= cubecolor;\n"
2760 " gl_FragData1.rgb *= cubecolor;\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2769 "#ifdef VERTEX_SHADER\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "out float4 gl_Position : POSITION\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 " gl_FrontColor = gl_Color;\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2949 "uniform sampler2D Texture_Glow,\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3013 "uniform half3 Color_Glow,\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "out float4 gl_FragColor : COLOR\n"
3078 " float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 " // apply offsetmapping\n"
3084 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3088 " // combine the diffuse textures (base, pants, shirt)\n"
3089 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 " if (color.a < 0.5)\n"
3094 " color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 " // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 " // get the material colors\n"
3115 " half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 " // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 " half3 lightnormal = half3(normalize(LightVector));\n"
3138 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 " color.rgb = diffusetex * Color_Ambient;\n"
3152 " color.rgb *= LightColor;\n"
3153 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3172 "# ifdef USECUBEFILTER\n"
3173 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#ifdef USEDIFFUSE\n"
3183 " half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 " // convert modelspace light vector to tangentspace\n"
3193 " half3 lightnormal;\n"
3194 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 " color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3232 "# ifdef USEDIFFUSE\n"
3233 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "# ifdef USESPECULAR\n"
3235 "# ifdef USEEXACTSPECULARMATH\n"
3236 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 " color.rgb = diffusetex * Color_Ambient;\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3276 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3280 "#ifdef USEREFLECTION\n"
3281 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 " // FIXME temporary hack to detect the case that the reflection\n"
3286 " // gets blackened at edges due to leaving the area that contains actual\n"
3288 " // Remove this 'ack once we have a better way to stop this thing from\n"
3290 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 " gl_FragColor = float4(color);\n"
3300 "#endif // FRAGMENT_SHADER\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3316 //=======================================================================================================================================================
3318 typedef struct shaderpermutationinfo_s
3320 const char *pretext;
3323 shaderpermutationinfo_t;
3325 typedef struct shadermodeinfo_s
3327 const char *vertexfilename;
3328 const char *geometryfilename;
3329 const char *fragmentfilename;
3330 const char *pretext;
3335 typedef enum shaderpermutation_e
3337 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 shaderpermutation_t;
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {"#define USEDIFFUSE\n", " diffuse"},
3375 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376 {"#define USEVIEWTINT\n", " viewtint"},
3377 {"#define USECOLORMAPPING\n", " colormapping"},
3378 {"#define USESATURATION\n", " saturation"},
3379 {"#define USEFOGINSIDE\n", " foginside"},
3380 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382 {"#define USEGAMMARAMPS\n", " gammaramps"},
3383 {"#define USECUBEFILTER\n", " cubefilter"},
3384 {"#define USEGLOW\n", " glow"},
3385 {"#define USEBLOOM\n", " bloom"},
3386 {"#define USESPECULAR\n", " specular"},
3387 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389 {"#define USEREFLECTION\n", " reflection"},
3390 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401 {"#define USEALPHAKILL\n", " alphakill"},
3402 {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3408 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3471 /// hash lookup data
3472 struct r_glsl_permutation_s *hashnext;
3474 unsigned int permutation;
3476 /// indicates if we have tried compiling this permutation already
3478 /// 0 if compilation failed
3480 /// locations of detected uniforms in program object, or -1 if not found
3481 int loc_Texture_First;
3482 int loc_Texture_Second;
3483 int loc_Texture_GammaRamps;
3484 int loc_Texture_Normal;
3485 int loc_Texture_Color;
3486 int loc_Texture_Gloss;
3487 int loc_Texture_Glow;
3488 int loc_Texture_SecondaryNormal;
3489 int loc_Texture_SecondaryColor;
3490 int loc_Texture_SecondaryGloss;
3491 int loc_Texture_SecondaryGlow;
3492 int loc_Texture_Pants;
3493 int loc_Texture_Shirt;
3494 int loc_Texture_FogHeightTexture;
3495 int loc_Texture_FogMask;
3496 int loc_Texture_Lightmap;
3497 int loc_Texture_Deluxemap;
3498 int loc_Texture_Attenuation;
3499 int loc_Texture_Cube;
3500 int loc_Texture_Refraction;
3501 int loc_Texture_Reflection;
3502 int loc_Texture_ShadowMapRect;
3503 int loc_Texture_ShadowMapCube;
3504 int loc_Texture_ShadowMap2D;
3505 int loc_Texture_CubeProjection;
3506 int loc_Texture_ScreenDepth;
3507 int loc_Texture_ScreenNormalMap;
3508 int loc_Texture_ScreenDiffuse;
3509 int loc_Texture_ScreenSpecular;
3510 int loc_Texture_ReflectMask;
3511 int loc_Texture_ReflectCube;
3513 int loc_BloomBlur_Parameters;
3515 int loc_Color_Ambient;
3516 int loc_Color_Diffuse;
3517 int loc_Color_Specular;
3519 int loc_Color_Pants;
3520 int loc_Color_Shirt;
3521 int loc_DeferredColor_Ambient;
3522 int loc_DeferredColor_Diffuse;
3523 int loc_DeferredColor_Specular;
3524 int loc_DeferredMod_Diffuse;
3525 int loc_DeferredMod_Specular;
3526 int loc_DistortScaleRefractReflect;
3527 int loc_EyePosition;
3529 int loc_FogHeightFade;
3531 int loc_FogPlaneViewDist;
3532 int loc_FogRangeRecip;
3535 int loc_LightPosition;
3536 int loc_OffsetMapping_Scale;
3538 int loc_ReflectColor;
3539 int loc_ReflectFactor;
3540 int loc_ReflectOffset;
3541 int loc_RefractColor;
3543 int loc_ScreenCenterRefractReflect;
3544 int loc_ScreenScaleRefractReflect;
3545 int loc_ScreenToDepth;
3546 int loc_ShadowMap_Parameters;
3547 int loc_ShadowMap_TextureScale;
3548 int loc_SpecularPower;
3553 int loc_ViewTintColor;
3554 int loc_ViewToLight;
3555 int loc_ModelToLight;
3557 int loc_BackgroundTexMatrix;
3558 int loc_ModelViewProjectionMatrix;
3559 int loc_ModelViewMatrix;
3560 int loc_PixelToScreenTexCoord;
3561 int loc_ModelToReflectCube;
3562 int loc_ShadowMapMatrix;
3564 r_glsl_permutation_t;
3566 #define SHADERPERMUTATION_HASHSIZE 256
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 //unsigned int hashdepth = 0;
3578 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579 r_glsl_permutation_t *p;
3580 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582 if (p->mode == mode && p->permutation == permutation)
3584 //if (hashdepth > 10)
3585 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3590 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592 p->permutation = permutation;
3593 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594 r_glsl_permutationhash[mode][hashindex] = p;
3595 //if (hashdepth > 10)
3596 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 if (!filename || !filename[0])
3605 if (!strcmp(filename, "glsl/default.glsl"))
3607 if (!glslshaderstring)
3609 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610 if (glslshaderstring)
3611 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613 glslshaderstring = (char *)builtinshaderstring;
3615 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617 return shaderstring;
3619 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622 if (printfromdisknotice)
3623 Con_DPrintf("from disk %s... ", filename);
3624 return shaderstring;
3626 return shaderstring;
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633 int vertstrings_count = 0;
3634 int geomstrings_count = 0;
3635 int fragstrings_count = 0;
3636 char *vertexstring, *geometrystring, *fragmentstring;
3637 const char *vertstrings_list[32+3];
3638 const char *geomstrings_list[32+3];
3639 const char *fragstrings_list[32+3];
3640 char permutationname[256];
3647 permutationname[0] = 0;
3648 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654 // the first pretext is which type of shader to compile as
3655 // (later these will all be bound together as a program object)
3656 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660 // the second pretext is the mode (for example a light source)
3661 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666 // now add all the permutation pretexts
3667 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669 if (permutation & (1<<i))
3671 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3678 // keep line numbers correct
3679 vertstrings_list[vertstrings_count++] = "\n";
3680 geomstrings_list[geomstrings_count++] = "\n";
3681 fragstrings_list[fragstrings_count++] = "\n";
3685 // now append the shader text itself
3686 vertstrings_list[vertstrings_count++] = vertexstring;
3687 geomstrings_list[geomstrings_count++] = geometrystring;
3688 fragstrings_list[fragstrings_count++] = fragmentstring;
3690 // if any sources were NULL, clear the respective list
3692 vertstrings_count = 0;
3693 if (!geometrystring)
3694 geomstrings_count = 0;
3695 if (!fragmentstring)
3696 fragstrings_count = 0;
3698 // compile the shader program
3699 if (vertstrings_count + geomstrings_count + fragstrings_count)
3700 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3704 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705 // look up all the uniform variable names we care about, so we don't
3706 // have to look them up every time we set them
3708 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3709 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3710 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3713 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3740 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3742 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3745 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3746 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3747 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3755 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3756 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3758 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3761 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3762 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3763 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3765 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3766 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3769 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3770 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3776 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3777 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3778 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3779 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3780 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3782 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3783 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3784 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3790 // initialize the samplers to refer to the texture units we use
3791 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3792 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3793 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3794 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3795 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3796 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3797 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3798 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3802 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3803 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3804 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3806 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3807 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3808 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3809 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3810 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3811 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3812 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3814 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3817 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3819 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3821 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3823 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3830 Mem_Free(vertexstring);
3832 Mem_Free(geometrystring);
3834 Mem_Free(fragmentstring);
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840 if (r_glsl_permutation != perm)
3842 r_glsl_permutation = perm;
3843 if (!r_glsl_permutation->program)
3845 if (!r_glsl_permutation->compiled)
3846 R_GLSL_CompilePermutation(perm, mode, permutation);
3847 if (!r_glsl_permutation->program)
3849 // remove features until we find a valid permutation
3851 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853 // reduce i more quickly whenever it would not remove any bits
3854 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855 if (!(permutation & j))
3858 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859 if (!r_glsl_permutation->compiled)
3860 R_GLSL_CompilePermutation(perm, mode, permutation);
3861 if (r_glsl_permutation->program)
3864 if (i >= SHADERPERMUTATION_COUNT)
3866 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868 qglUseProgramObjectARB(0);CHECKGLERROR
3869 return; // no bit left to clear, entire mode is broken
3874 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3886 /// hash lookup data
3887 struct r_cg_permutation_s *hashnext;
3889 unsigned int permutation;
3891 /// indicates if we have tried compiling this permutation already
3893 /// 0 if compilation failed
3896 /// locations of detected parameters in programs, or NULL if not found
3897 CGparameter vp_EyePosition;
3898 CGparameter vp_FogPlane;
3899 CGparameter vp_LightDir;
3900 CGparameter vp_LightPosition;
3901 CGparameter vp_ModelToLight;
3902 CGparameter vp_TexMatrix;
3903 CGparameter vp_BackgroundTexMatrix;
3904 CGparameter vp_ModelViewProjectionMatrix;
3905 CGparameter vp_ModelViewMatrix;
3906 CGparameter vp_ShadowMapMatrix;
3908 CGparameter fp_Texture_First;
3909 CGparameter fp_Texture_Second;
3910 CGparameter fp_Texture_GammaRamps;
3911 CGparameter fp_Texture_Normal;
3912 CGparameter fp_Texture_Color;
3913 CGparameter fp_Texture_Gloss;
3914 CGparameter fp_Texture_Glow;
3915 CGparameter fp_Texture_SecondaryNormal;
3916 CGparameter fp_Texture_SecondaryColor;
3917 CGparameter fp_Texture_SecondaryGloss;
3918 CGparameter fp_Texture_SecondaryGlow;
3919 CGparameter fp_Texture_Pants;
3920 CGparameter fp_Texture_Shirt;
3921 CGparameter fp_Texture_FogHeightTexture;
3922 CGparameter fp_Texture_FogMask;
3923 CGparameter fp_Texture_Lightmap;
3924 CGparameter fp_Texture_Deluxemap;
3925 CGparameter fp_Texture_Attenuation;
3926 CGparameter fp_Texture_Cube;
3927 CGparameter fp_Texture_Refraction;
3928 CGparameter fp_Texture_Reflection;
3929 CGparameter fp_Texture_ShadowMapRect;
3930 CGparameter fp_Texture_ShadowMapCube;
3931 CGparameter fp_Texture_ShadowMap2D;
3932 CGparameter fp_Texture_CubeProjection;
3933 CGparameter fp_Texture_ScreenDepth;
3934 CGparameter fp_Texture_ScreenNormalMap;
3935 CGparameter fp_Texture_ScreenDiffuse;
3936 CGparameter fp_Texture_ScreenSpecular;
3937 CGparameter fp_Texture_ReflectMask;
3938 CGparameter fp_Texture_ReflectCube;
3939 CGparameter fp_Alpha;
3940 CGparameter fp_BloomBlur_Parameters;
3941 CGparameter fp_ClientTime;
3942 CGparameter fp_Color_Ambient;
3943 CGparameter fp_Color_Diffuse;
3944 CGparameter fp_Color_Specular;
3945 CGparameter fp_Color_Glow;
3946 CGparameter fp_Color_Pants;
3947 CGparameter fp_Color_Shirt;
3948 CGparameter fp_DeferredColor_Ambient;
3949 CGparameter fp_DeferredColor_Diffuse;
3950 CGparameter fp_DeferredColor_Specular;
3951 CGparameter fp_DeferredMod_Diffuse;
3952 CGparameter fp_DeferredMod_Specular;
3953 CGparameter fp_DistortScaleRefractReflect;
3954 CGparameter fp_EyePosition;
3955 CGparameter fp_FogColor;
3956 CGparameter fp_FogHeightFade;
3957 CGparameter fp_FogPlane;
3958 CGparameter fp_FogPlaneViewDist;
3959 CGparameter fp_FogRangeRecip;
3960 CGparameter fp_LightColor;
3961 CGparameter fp_LightDir;
3962 CGparameter fp_LightPosition;
3963 CGparameter fp_OffsetMapping_Scale;
3964 CGparameter fp_PixelSize;
3965 CGparameter fp_ReflectColor;
3966 CGparameter fp_ReflectFactor;
3967 CGparameter fp_ReflectOffset;
3968 CGparameter fp_RefractColor;
3969 CGparameter fp_Saturation;
3970 CGparameter fp_ScreenCenterRefractReflect;
3971 CGparameter fp_ScreenScaleRefractReflect;
3972 CGparameter fp_ScreenToDepth;
3973 CGparameter fp_ShadowMap_Parameters;
3974 CGparameter fp_ShadowMap_TextureScale;
3975 CGparameter fp_SpecularPower;
3976 CGparameter fp_UserVec1;
3977 CGparameter fp_UserVec2;
3978 CGparameter fp_UserVec3;
3979 CGparameter fp_UserVec4;
3980 CGparameter fp_ViewTintColor;
3981 CGparameter fp_ViewToLight;
3982 CGparameter fp_PixelToScreenTexCoord;
3983 CGparameter fp_ModelToReflectCube;
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3994 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 //unsigned int hashdepth = 0;
3999 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000 r_cg_permutation_t *p;
4001 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003 if (p->mode == mode && p->permutation == permutation)
4005 //if (hashdepth > 10)
4006 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4011 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013 p->permutation = permutation;
4014 p->hashnext = r_cg_permutationhash[mode][hashindex];
4015 r_cg_permutationhash[mode][hashindex] = p;
4016 //if (hashdepth > 10)
4017 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 if (!filename || !filename[0])
4026 if (!strcmp(filename, "cg/default.cg"))
4028 if (!cgshaderstring)
4030 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034 cgshaderstring = (char *)builtincgshaderstring;
4036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038 return shaderstring;
4040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043 if (printfromdisknotice)
4044 Con_DPrintf("from disk %s... ", filename);
4045 return shaderstring;
4047 return shaderstring;
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 // TODO: load or create .fp and .vp shader files
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059 int vertstrings_count = 0, vertstring_length = 0;
4060 int geomstrings_count = 0, geomstring_length = 0;
4061 int fragstrings_count = 0, fragstring_length = 0;
4063 char *vertexstring, *geometrystring, *fragmentstring;
4064 char *vertstring, *geomstring, *fragstring;
4065 const char *vertstrings_list[32+3];
4066 const char *geomstrings_list[32+3];
4067 const char *fragstrings_list[32+3];
4068 char permutationname[256];
4069 char cachename[256];
4070 CGprofile vertexProfile;
4071 CGprofile fragmentProfile;
4079 permutationname[0] = 0;
4081 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4082 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086 strlcat(cachename, "cg/", sizeof(cachename));
4088 // the first pretext is which type of shader to compile as
4089 // (later these will all be bound together as a program object)
4090 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094 // the second pretext is the mode (for example a light source)
4095 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099 strlcat(cachename, modeinfo->name, sizeof(cachename));
4101 // now add all the permutation pretexts
4102 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104 if (permutation & (1<<i))
4106 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4114 // keep line numbers correct
4115 vertstrings_list[vertstrings_count++] = "\n";
4116 geomstrings_list[geomstrings_count++] = "\n";
4117 fragstrings_list[fragstrings_count++] = "\n";
4121 // replace spaces in the cachename with _ characters
4122 for (i = 0;cachename[i];i++)
4123 if (cachename[i] == ' ')
4126 // now append the shader text itself
4127 vertstrings_list[vertstrings_count++] = vertexstring;
4128 geomstrings_list[geomstrings_count++] = geometrystring;
4129 fragstrings_list[fragstrings_count++] = fragmentstring;
4131 // if any sources were NULL, clear the respective list
4133 vertstrings_count = 0;
4134 if (!geometrystring)
4135 geomstrings_count = 0;
4136 if (!fragmentstring)
4137 fragstrings_count = 0;
4139 vertstring_length = 0;
4140 for (i = 0;i < vertstrings_count;i++)
4141 vertstring_length += strlen(vertstrings_list[i]);
4142 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146 geomstring_length = 0;
4147 for (i = 0;i < geomstrings_count;i++)
4148 geomstring_length += strlen(geomstrings_list[i]);
4149 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153 fragstring_length = 0;
4154 for (i = 0;i < fragstrings_count;i++)
4155 fragstring_length += strlen(fragstrings_list[i]);
4156 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4162 //vertexProfile = CG_PROFILE_ARBVP1;
4163 //fragmentProfile = CG_PROFILE_ARBFP1;
4164 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171 // try to load the cached shader, or generate one
4172 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174 // if caching failed, do a dynamic compile for now
4176 if (vertstring[0] && !p->vprogram)
4177 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179 if (fragstring[0] && !p->fprogram)
4180 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183 // look up all the uniform variable names we care about, so we don't
4184 // have to look them up every time we set them
4188 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4191 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4192 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4193 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4194 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4208 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4239 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4241 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4254 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4255 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4257 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4260 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4261 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4262 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4264 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4268 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4269 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4276 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4277 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4278 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4279 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4286 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4293 Mem_Free(vertstring);
4295 Mem_Free(geomstring);
4297 Mem_Free(fragstring);
4299 Mem_Free(vertexstring);
4301 Mem_Free(geometrystring);
4303 Mem_Free(fragmentstring);
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311 if (r_cg_permutation != perm)
4313 r_cg_permutation = perm;
4314 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316 if (!r_cg_permutation->compiled)
4317 R_CG_CompilePermutation(perm, mode, permutation);
4318 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320 // remove features until we find a valid permutation
4322 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324 // reduce i more quickly whenever it would not remove any bits
4325 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326 if (!(permutation & j))
4329 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330 if (!r_cg_permutation->compiled)
4331 R_CG_CompilePermutation(perm, mode, permutation);
4332 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335 if (i >= SHADERPERMUTATION_COUNT)
4337 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339 return; // no bit left to clear, entire mode is broken
4345 if (r_cg_permutation->vprogram)
4347 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4353 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 if (r_cg_permutation->fprogram)
4358 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4364 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 cgGLSetTextureParameter(param, R_GetTexture(tex));
4377 cgGLEnableTextureParameter(param);
4381 void R_GLSL_Restart_f(void)
4383 unsigned int i, limit;
4384 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385 Mem_Free(glslshaderstring);
4386 glslshaderstring = NULL;
4387 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388 Mem_Free(cgshaderstring);
4389 cgshaderstring = NULL;
4390 switch(vid.renderpath)
4392 case RENDERPATH_GL20:
4394 r_glsl_permutation_t *p;
4395 r_glsl_permutation = NULL;
4396 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397 for (i = 0;i < limit;i++)
4399 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401 GL_Backend_FreeProgram(p->program);
4402 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408 case RENDERPATH_CGGL:
4411 r_cg_permutation_t *p;
4412 r_cg_permutation = NULL;
4413 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418 for (i = 0;i < limit;i++)
4420 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423 cgDestroyProgram(p->vprogram);
4425 cgDestroyProgram(p->fprogram);
4426 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4433 case RENDERPATH_GL13:
4434 case RENDERPATH_GL11:
4439 void R_GLSL_DumpShader_f(void)
4444 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447 FS_Print(file, "/* The engine may define the following macros:\n");
4448 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449 for (i = 0;i < SHADERMODE_COUNT;i++)
4450 FS_Print(file, glslshadermodeinfo[i].pretext);
4451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452 FS_Print(file, shaderpermutationinfo[i].pretext);
4453 FS_Print(file, "*/\n");
4454 FS_Print(file, builtinshaderstring);
4456 Con_Printf("glsl/default.glsl written\n");
4459 Con_Printf("failed to write to glsl/default.glsl\n");
4462 file = FS_OpenRealFile("cg/default.cg", "w", false);
4465 FS_Print(file, "/* The engine may define the following macros:\n");
4466 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467 for (i = 0;i < SHADERMODE_COUNT;i++)
4468 FS_Print(file, cgshadermodeinfo[i].pretext);
4469 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470 FS_Print(file, shaderpermutationinfo[i].pretext);
4471 FS_Print(file, "*/\n");
4472 FS_Print(file, builtincgshaderstring);
4474 Con_Printf("cg/default.cg written\n");
4477 Con_Printf("failed to write to cg/default.cg\n");
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 texturemode = GL_MODULATE;
4485 switch (vid.renderpath)
4487 case RENDERPATH_GL20:
4488 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4489 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492 case RENDERPATH_CGGL:
4495 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4496 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 case RENDERPATH_GL13:
4501 R_Mesh_TexBind(0, first );
4502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503 R_Mesh_TexBind(1, second);
4505 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507 case RENDERPATH_GL11:
4508 R_Mesh_TexBind(0, first );
4513 void R_SetupShader_DepthOrShadow(void)
4515 switch (vid.renderpath)
4517 case RENDERPATH_GL20:
4518 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520 case RENDERPATH_CGGL:
4522 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 case RENDERPATH_GL13:
4526 R_Mesh_TexBind(0, 0);
4527 R_Mesh_TexBind(1, 0);
4529 case RENDERPATH_GL11:
4530 R_Mesh_TexBind(0, 0);
4535 void R_SetupShader_ShowDepth(void)
4537 switch (vid.renderpath)
4539 case RENDERPATH_GL20:
4540 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542 case RENDERPATH_CGGL:
4544 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 case RENDERPATH_GL13:
4549 case RENDERPATH_GL11:
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 GL_AlphaTest(false);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4605 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4607 if (r_glsl_offsetmapping.integer)
4609 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4615 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616 if (r_glsl_offsetmapping_reliefmapping.integer)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623 permutation |= SHADERPERMUTATION_ALPHAKILL;
4624 // normalmap (deferred prepass), may use alpha test on diffuse
4625 mode = SHADERMODE_DEFERREDGEOMETRY;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 GL_AlphaTest(false);
4629 GL_BlendFunc(GL_ONE, GL_ZERO);
4631 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4633 if (r_glsl_offsetmapping.integer)
4635 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4641 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642 if (r_glsl_offsetmapping_reliefmapping.integer)
4643 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4649 mode = SHADERMODE_LIGHTSOURCE;
4650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653 permutation |= SHADERPERMUTATION_CUBEFILTER;
4654 if (diffusescale > 0)
4655 permutation |= SHADERPERMUTATION_DIFFUSE;
4656 if (specularscale > 0)
4658 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659 if (r_shadow_glossexact.integer)
4660 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4662 if (r_refdef.fogenabled)
4663 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664 if (rsurface.texture->colormapping)
4665 permutation |= SHADERPERMUTATION_COLORMAPPING;
4666 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4668 if (r_shadow_usingshadowmaprect)
4669 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670 if (r_shadow_usingshadowmap2d)
4671 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672 if (r_shadow_usingshadowmapcube)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674 else if(r_shadow_shadowmapvsdct)
4675 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4677 if (r_shadow_shadowmapsampler)
4678 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679 if (r_shadow_shadowmappcf > 1)
4680 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681 else if (r_shadow_shadowmappcf)
4682 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4684 if (rsurface.texture->reflectmasktexture)
4685 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4689 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4691 if (r_glsl_offsetmapping.integer)
4693 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4699 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700 if (r_glsl_offsetmapping_reliefmapping.integer)
4701 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4704 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706 // unshaded geometry (fullbright or ambient model lighting)
4707 mode = SHADERMODE_FLATCOLOR;
4708 ambientscale = diffusescale = specularscale = 0;
4709 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710 permutation |= SHADERPERMUTATION_GLOW;
4711 if (r_refdef.fogenabled)
4712 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713 if (rsurface.texture->colormapping)
4714 permutation |= SHADERPERMUTATION_COLORMAPPING;
4715 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4717 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718 if (r_shadow_usingshadowmaprect)
4719 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720 if (r_shadow_usingshadowmap2d)
4721 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4723 if (r_shadow_shadowmapsampler)
4724 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725 if (r_shadow_shadowmappcf > 1)
4726 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727 else if (r_shadow_shadowmappcf)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4730 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731 permutation |= SHADERPERMUTATION_REFLECTION;
4732 if (rsurface.texture->reflectmasktexture)
4733 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4737 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4739 if (r_glsl_offsetmapping.integer)
4741 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4747 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748 if (r_glsl_offsetmapping_reliefmapping.integer)
4749 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754 // directional model lighting
4755 mode = SHADERMODE_LIGHTDIRECTION;
4756 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757 permutation |= SHADERPERMUTATION_GLOW;
4758 permutation |= SHADERPERMUTATION_DIFFUSE;
4759 if (specularscale > 0)
4761 permutation |= SHADERPERMUTATION_SPECULAR;
4762 if (r_shadow_glossexact.integer)
4763 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4765 if (r_refdef.fogenabled)
4766 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767 if (rsurface.texture->colormapping)
4768 permutation |= SHADERPERMUTATION_COLORMAPPING;
4769 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4771 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772 if (r_shadow_usingshadowmaprect)
4773 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774 if (r_shadow_usingshadowmap2d)
4775 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4777 if (r_shadow_shadowmapsampler)
4778 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779 if (r_shadow_shadowmappcf > 1)
4780 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781 else if (r_shadow_shadowmappcf)
4782 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785 permutation |= SHADERPERMUTATION_REFLECTION;
4786 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788 if (rsurface.texture->reflectmasktexture)
4789 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4793 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4795 if (r_glsl_offsetmapping.integer)
4797 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4803 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804 if (r_glsl_offsetmapping_reliefmapping.integer)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4808 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810 // ambient model lighting
4811 mode = SHADERMODE_LIGHTDIRECTION;
4812 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813 permutation |= SHADERPERMUTATION_GLOW;
4814 if (r_refdef.fogenabled)
4815 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816 if (rsurface.texture->colormapping)
4817 permutation |= SHADERPERMUTATION_COLORMAPPING;
4818 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4820 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821 if (r_shadow_usingshadowmaprect)
4822 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823 if (r_shadow_usingshadowmap2d)
4824 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4826 if (r_shadow_shadowmapsampler)
4827 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828 if (r_shadow_shadowmappcf > 1)
4829 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830 else if (r_shadow_shadowmappcf)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4833 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834 permutation |= SHADERPERMUTATION_REFLECTION;
4835 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837 if (rsurface.texture->reflectmasktexture)
4838 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4844 if (r_glsl_offsetmapping.integer)
4846 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4852 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853 if (r_glsl_offsetmapping_reliefmapping.integer)
4854 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4857 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4860 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861 permutation |= SHADERPERMUTATION_GLOW;
4862 if (r_refdef.fogenabled)
4863 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864 if (rsurface.texture->colormapping)
4865 permutation |= SHADERPERMUTATION_COLORMAPPING;
4866 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4868 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869 if (r_shadow_usingshadowmaprect)
4870 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871 if (r_shadow_usingshadowmap2d)
4872 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4874 if (r_shadow_shadowmapsampler)
4875 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876 if (r_shadow_shadowmappcf > 1)
4877 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878 else if (r_shadow_shadowmappcf)
4879 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4881 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882 permutation |= SHADERPERMUTATION_REFLECTION;
4883 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885 if (rsurface.texture->reflectmasktexture)
4886 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4889 // deluxemapping (light direction texture)
4890 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4893 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894 permutation |= SHADERPERMUTATION_DIFFUSE;
4895 if (specularscale > 0)
4897 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898 if (r_shadow_glossexact.integer)
4899 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4902 else if (r_glsl_deluxemapping.integer >= 2)
4904 // fake deluxemapping (uniform light direction in tangentspace)
4905 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906 permutation |= SHADERPERMUTATION_DIFFUSE;
4907 if (specularscale > 0)
4909 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910 if (r_shadow_glossexact.integer)
4911 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4914 else if (rsurface.uselightmaptexture)
4916 // ordinary lightmapping (q1bsp, q3bsp)
4917 mode = SHADERMODE_LIGHTMAP;
4921 // ordinary vertex coloring (q3bsp)
4922 mode = SHADERMODE_VERTEXCOLOR;
4924 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4927 switch(vid.renderpath)
4929 case RENDERPATH_GL20:
4930 if (gl_mesh_separatearrays.integer)
4932 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4943 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4946 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948 if (mode == SHADERMODE_LIGHTSOURCE)
4950 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4954 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4955 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4957 // additive passes are only darkened by fog, not tinted
4958 if (r_glsl_permutation->loc_FogColor >= 0)
4959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4964 if (mode == SHADERMODE_FLATCOLOR)
4966 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4968 else if (mode == SHADERMODE_LIGHTDIRECTION)
4970 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4971 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4972 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4973 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4974 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4975 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4976 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4980 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4981 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4982 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4983 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4984 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4986 // additive passes are only darkened by fog, not tinted
4987 if (r_glsl_permutation->loc_FogColor >= 0)
4989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4992 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4994 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4995 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4996 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4997 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5003 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5007 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5009 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012 if (r_glsl_permutation->loc_Color_Pants >= 0)
5014 if (rsurface.texture->pantstexture)
5015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5021 if (rsurface.texture->shirttexture)
5022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5026 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5027 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5032 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5034 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5035 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5036 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5037 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5038 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5039 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5040 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5041 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5042 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5044 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5045 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5046 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5047 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5048 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5050 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5051 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5052 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5053 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5054 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5055 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5056 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5057 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5058 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5059 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5060 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5062 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5063 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5064 if (rsurface.rtlight)
5066 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5067 if (r_shadow_usingshadowmapcube)
5068 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5074 case RENDERPATH_CGGL:
5076 if (gl_mesh_separatearrays.integer)
5078 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5089 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5092 R_SetupShader_SetPermutationCG(mode, permutation);
5093 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094 if (mode == SHADERMODE_LIGHTSOURCE)
5096 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5101 if (mode == SHADERMODE_LIGHTDIRECTION)
5103 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5106 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5113 if (mode == SHADERMODE_LIGHTSOURCE)
5115 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5118 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5119 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5121 // additive passes are only darkened by fog, not tinted
5122 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5127 if (mode == SHADERMODE_FLATCOLOR)
5129 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5131 else if (mode == SHADERMODE_LIGHTDIRECTION)
5133 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5135 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5136 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5137 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5138 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5139 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5143 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5144 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5145 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5146 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5147 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5149 // additive passes are only darkened by fog, not tinted
5150 if (r_cg_permutation->fp_FogColor)
5152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5155 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5158 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5159 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5160 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5161 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5167 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5168 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5169 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172 if (r_cg_permutation->fp_Color_Pants)
5174 if (rsurface.texture->pantstexture)
5175 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5177 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5180 if (r_cg_permutation->fp_Color_Shirt)
5182 if (rsurface.texture->shirttexture)
5183 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5185 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5188 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5189 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5194 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5196 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5197 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5198 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5199 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5210 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5211 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5212 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5222 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5224 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5225 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5226 if (rsurface.rtlight)
5228 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5229 if (r_shadow_usingshadowmapcube)
5230 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5238 case RENDERPATH_GL13:
5239 case RENDERPATH_GL11:
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5246 // select a permutation of the lighting shader appropriate to this
5247 // combination of texture, entity, light source, and fogging, only use the
5248 // minimum features necessary to avoid wasting rendering time in the
5249 // fragment shader on features that are not being used
5250 unsigned int permutation = 0;
5251 unsigned int mode = 0;
5252 const float *lightcolorbase = rtlight->currentcolor;
5253 float ambientscale = rtlight->ambientscale;
5254 float diffusescale = rtlight->diffusescale;
5255 float specularscale = rtlight->specularscale;
5256 // this is the location of the light in view space
5257 vec3_t viewlightorigin;
5258 // this transforms from view space (camera) to light space (cubemap)
5259 matrix4x4_t viewtolight;
5260 matrix4x4_t lighttoview;
5261 float viewtolight16f[16];
5262 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5264 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265 if (rtlight->currentcubemap != r_texture_whitecube)
5266 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267 if (diffusescale > 0)
5268 permutation |= SHADERPERMUTATION_DIFFUSE;
5269 if (specularscale > 0)
5271 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272 if (r_shadow_glossexact.integer)
5273 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5275 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5277 if (r_shadow_usingshadowmaprect)
5278 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279 if (r_shadow_usingshadowmap2d)
5280 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281 if (r_shadow_usingshadowmapcube)
5282 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283 else if(r_shadow_shadowmapvsdct)
5284 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5286 if (r_shadow_shadowmapsampler)
5287 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288 if (r_shadow_shadowmappcf > 1)
5289 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290 else if (r_shadow_shadowmappcf)
5291 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5293 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297 switch(vid.renderpath)
5299 case RENDERPATH_GL20:
5300 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5303 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
5304 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
5305 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5306 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5307 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5308 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5309 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5310 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5312 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5313 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5314 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5315 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5316 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5317 if (r_shadow_usingshadowmapcube)
5318 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5320 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5322 case RENDERPATH_CGGL:
5324 R_SetupShader_SetPermutationCG(mode, permutation);
5325 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5328 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5329 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5330 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5331 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5332 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5333 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5334 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5336 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5337 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5341 if (r_shadow_usingshadowmapcube)
5342 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5344 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5347 case RENDERPATH_GL13:
5348 case RENDERPATH_GL11:
5353 #define SKINFRAME_HASH 1024
5357 int loadsequence; // incremented each level change
5358 memexpandablearray_t array;
5359 skinframe_t *hash[SKINFRAME_HASH];
5362 r_skinframe_t r_skinframe;
5364 void R_SkinFrame_PrepareForPurge(void)
5366 r_skinframe.loadsequence++;
5367 // wrap it without hitting zero
5368 if (r_skinframe.loadsequence >= 200)
5369 r_skinframe.loadsequence = 1;
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5376 // mark the skinframe as used for the purging code
5377 skinframe->loadsequence = r_skinframe.loadsequence;
5380 void R_SkinFrame_Purge(void)
5384 for (i = 0;i < SKINFRAME_HASH;i++)
5386 for (s = r_skinframe.hash[i];s;s = s->next)
5388 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5390 if (s->merged == s->base)
5392 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393 R_PurgeTexture(s->stain );s->stain = NULL;
5394 R_PurgeTexture(s->merged);s->merged = NULL;
5395 R_PurgeTexture(s->base );s->base = NULL;
5396 R_PurgeTexture(s->pants );s->pants = NULL;
5397 R_PurgeTexture(s->shirt );s->shirt = NULL;
5398 R_PurgeTexture(s->nmap );s->nmap = NULL;
5399 R_PurgeTexture(s->gloss );s->gloss = NULL;
5400 R_PurgeTexture(s->glow );s->glow = NULL;
5401 R_PurgeTexture(s->fog );s->fog = NULL;
5402 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403 s->loadsequence = 0;
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5411 char basename[MAX_QPATH];
5413 Image_StripImageExtension(name, basename, sizeof(basename));
5415 if( last == NULL ) {
5417 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418 item = r_skinframe.hash[hashindex];
5423 // linearly search through the hash bucket
5424 for( ; item ; item = item->next ) {
5425 if( !strcmp( item->basename, basename ) ) {
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5436 char basename[MAX_QPATH];
5438 Image_StripImageExtension(name, basename, sizeof(basename));
5440 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5446 rtexture_t *dyntexture;
5447 // check whether its a dynamic texture
5448 dyntexture = CL_GetDynTexture( basename );
5449 if (!add && !dyntexture)
5451 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452 memset(item, 0, sizeof(*item));
5453 strlcpy(item->basename, basename, sizeof(item->basename));
5454 item->base = dyntexture; // either NULL or dyntexture handle
5455 item->textureflags = textureflags;
5456 item->comparewidth = comparewidth;
5457 item->compareheight = compareheight;
5458 item->comparecrc = comparecrc;
5459 item->next = r_skinframe.hash[hashindex];
5460 r_skinframe.hash[hashindex] = item;
5462 else if( item->base == NULL )
5464 rtexture_t *dyntexture;
5465 // check whether its a dynamic texture
5466 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5467 dyntexture = CL_GetDynTexture( basename );
5468 item->base = dyntexture; // either NULL or dyntexture handle
5471 R_SkinFrame_MarkUsed(item);
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5477 unsigned long long avgcolor[5], wsum; \
5485 for(pix = 0; pix < cnt; ++pix) \
5488 for(comp = 0; comp < 3; ++comp) \
5490 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5493 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5495 for(comp = 0; comp < 3; ++comp) \
5496 avgcolor[comp] += getpixel * w; \
5499 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500 avgcolor[4] += getpixel; \
5502 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5504 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5510 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5513 unsigned char *pixels;
5514 unsigned char *bumppixels;
5515 unsigned char *basepixels = NULL;
5516 int basepixels_width = 0;
5517 int basepixels_height = 0;
5518 skinframe_t *skinframe;
5519 rtexture_t *ddsbase = NULL;
5520 qboolean ddshasalpha = false;
5521 float ddsavgcolor[4];
5522 char basename[MAX_QPATH];
5524 if (cls.state == ca_dedicated)
5527 // return an existing skinframe if already loaded
5528 // if loading of the first image fails, don't make a new skinframe as it
5529 // would cause all future lookups of this to be missing
5530 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5531 if (skinframe && skinframe->base)
5534 Image_StripImageExtension(name, basename, sizeof(basename));
5536 // check for DDS texture file first
5537 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5539 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5540 if (basepixels == NULL)
5544 if (developer_loading.integer)
5545 Con_Printf("loading skin \"%s\"\n", name);
5547 // we've got some pixels to store, so really allocate this new texture now
5549 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5550 skinframe->stain = NULL;
5551 skinframe->merged = NULL;
5552 skinframe->base = NULL;
5553 skinframe->pants = NULL;
5554 skinframe->shirt = NULL;
5555 skinframe->nmap = NULL;
5556 skinframe->gloss = NULL;
5557 skinframe->glow = NULL;
5558 skinframe->fog = NULL;
5559 skinframe->reflect = NULL;
5560 skinframe->hasalpha = false;
5564 skinframe->base = ddsbase;
5565 skinframe->hasalpha = ddshasalpha;
5566 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5567 if (r_loadfog && skinframe->hasalpha)
5568 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5569 //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]);
5573 basepixels_width = image_width;
5574 basepixels_height = image_height;
5575 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);
5576 if (textureflags & TEXF_ALPHA)
5578 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5580 if (basepixels[j] < 255)
5582 skinframe->hasalpha = true;
5586 if (r_loadfog && skinframe->hasalpha)
5588 // has transparent pixels
5589 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5590 for (j = 0;j < image_width * image_height * 4;j += 4)
5595 pixels[j+3] = basepixels[j+3];
5597 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);
5601 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5602 //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]);
5603 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5604 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5605 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5606 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5611 if (r_loadnormalmap)
5612 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5613 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5615 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5616 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5617 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5618 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5621 // _norm is the name used by tenebrae and has been adopted as standard
5622 if (r_loadnormalmap && skinframe->nmap == NULL)
5624 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5626 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);
5630 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5632 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5633 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5634 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5636 Mem_Free(bumppixels);
5638 else if (r_shadow_bumpscale_basetexture.value > 0)
5640 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5641 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5642 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);
5645 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5646 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5649 // _luma is supported only for tenebrae compatibility
5650 // _glow is the preferred name
5651 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))))
5653 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);
5654 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5655 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5656 Mem_Free(pixels);pixels = NULL;
5659 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5661 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);
5662 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5663 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5668 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5670 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);
5671 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5672 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5677 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5679 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);
5680 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5681 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5686 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5688 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);
5689 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5690 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5696 Mem_Free(basepixels);
5701 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5702 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5705 unsigned char *temp1, *temp2;
5706 skinframe_t *skinframe;
5708 if (cls.state == ca_dedicated)
5711 // if already loaded just return it, otherwise make a new skinframe
5712 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5713 if (skinframe && skinframe->base)
5716 skinframe->stain = NULL;
5717 skinframe->merged = NULL;
5718 skinframe->base = NULL;
5719 skinframe->pants = NULL;
5720 skinframe->shirt = NULL;
5721 skinframe->nmap = NULL;
5722 skinframe->gloss = NULL;
5723 skinframe->glow = NULL;
5724 skinframe->fog = NULL;
5725 skinframe->reflect = NULL;
5726 skinframe->hasalpha = false;
5728 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5732 if (developer_loading.integer)
5733 Con_Printf("loading 32bit skin \"%s\"\n", name);
5735 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5737 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5738 temp2 = temp1 + width * height * 4;
5739 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5740 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5743 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5744 if (textureflags & TEXF_ALPHA)
5746 for (i = 3;i < width * height * 4;i += 4)
5748 if (skindata[i] < 255)
5750 skinframe->hasalpha = true;
5754 if (r_loadfog && skinframe->hasalpha)
5756 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5757 memcpy(fogpixels, skindata, width * height * 4);
5758 for (i = 0;i < width * height * 4;i += 4)
5759 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5760 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5761 Mem_Free(fogpixels);
5765 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5766 //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]);
5771 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5775 skinframe_t *skinframe;
5777 if (cls.state == ca_dedicated)
5780 // if already loaded just return it, otherwise make a new skinframe
5781 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5782 if (skinframe && skinframe->base)
5785 skinframe->stain = NULL;
5786 skinframe->merged = NULL;
5787 skinframe->base = NULL;
5788 skinframe->pants = NULL;
5789 skinframe->shirt = NULL;
5790 skinframe->nmap = NULL;
5791 skinframe->gloss = NULL;
5792 skinframe->glow = NULL;
5793 skinframe->fog = NULL;
5794 skinframe->reflect = NULL;
5795 skinframe->hasalpha = false;
5797 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5801 if (developer_loading.integer)
5802 Con_Printf("loading quake skin \"%s\"\n", name);
5804 // 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)
5805 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5806 memcpy(skinframe->qpixels, skindata, width*height);
5807 skinframe->qwidth = width;
5808 skinframe->qheight = height;
5811 for (i = 0;i < width * height;i++)
5812 featuresmask |= palette_featureflags[skindata[i]];
5814 skinframe->hasalpha = false;
5815 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5816 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5817 skinframe->qgeneratemerged = true;
5818 skinframe->qgeneratebase = skinframe->qhascolormapping;
5819 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5821 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5822 //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]);
5827 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5831 unsigned char *skindata;
5833 if (!skinframe->qpixels)
5836 if (!skinframe->qhascolormapping)
5837 colormapped = false;
5841 if (!skinframe->qgeneratebase)
5846 if (!skinframe->qgeneratemerged)
5850 width = skinframe->qwidth;
5851 height = skinframe->qheight;
5852 skindata = skinframe->qpixels;
5854 if (skinframe->qgeneratenmap)
5856 unsigned char *temp1, *temp2;
5857 skinframe->qgeneratenmap = false;
5858 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5859 temp2 = temp1 + width * height * 4;
5860 // use either a custom palette or the quake palette
5861 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5862 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5863 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5867 if (skinframe->qgenerateglow)
5869 skinframe->qgenerateglow = false;
5870 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5875 skinframe->qgeneratebase = false;
5876 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);
5877 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5878 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5882 skinframe->qgeneratemerged = false;
5883 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5886 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5888 Mem_Free(skinframe->qpixels);
5889 skinframe->qpixels = NULL;
5893 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)
5896 skinframe_t *skinframe;
5898 if (cls.state == ca_dedicated)
5901 // if already loaded just return it, otherwise make a new skinframe
5902 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5903 if (skinframe && skinframe->base)
5906 skinframe->stain = NULL;
5907 skinframe->merged = NULL;
5908 skinframe->base = NULL;
5909 skinframe->pants = NULL;
5910 skinframe->shirt = NULL;
5911 skinframe->nmap = NULL;
5912 skinframe->gloss = NULL;
5913 skinframe->glow = NULL;
5914 skinframe->fog = NULL;
5915 skinframe->reflect = NULL;
5916 skinframe->hasalpha = false;
5918 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5922 if (developer_loading.integer)
5923 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5925 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5926 if (textureflags & TEXF_ALPHA)
5928 for (i = 0;i < width * height;i++)
5930 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5932 skinframe->hasalpha = true;
5936 if (r_loadfog && skinframe->hasalpha)
5937 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5940 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5941 //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]);
5946 skinframe_t *R_SkinFrame_LoadMissing(void)
5948 skinframe_t *skinframe;
5950 if (cls.state == ca_dedicated)
5953 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5954 skinframe->stain = NULL;
5955 skinframe->merged = NULL;
5956 skinframe->base = NULL;
5957 skinframe->pants = NULL;
5958 skinframe->shirt = NULL;
5959 skinframe->nmap = NULL;
5960 skinframe->gloss = NULL;
5961 skinframe->glow = NULL;
5962 skinframe->fog = NULL;
5963 skinframe->reflect = NULL;
5964 skinframe->hasalpha = false;
5966 skinframe->avgcolor[0] = rand() / RAND_MAX;
5967 skinframe->avgcolor[1] = rand() / RAND_MAX;
5968 skinframe->avgcolor[2] = rand() / RAND_MAX;
5969 skinframe->avgcolor[3] = 1;
5974 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5975 typedef struct suffixinfo_s
5978 qboolean flipx, flipy, flipdiagonal;
5981 static suffixinfo_t suffix[3][6] =
5984 {"px", false, false, false},
5985 {"nx", false, false, false},
5986 {"py", false, false, false},
5987 {"ny", false, false, false},
5988 {"pz", false, false, false},
5989 {"nz", false, false, false}
5992 {"posx", false, false, false},
5993 {"negx", false, false, false},
5994 {"posy", false, false, false},
5995 {"negy", false, false, false},
5996 {"posz", false, false, false},
5997 {"negz", false, false, false}
6000 {"rt", true, false, true},
6001 {"lf", false, true, true},
6002 {"ft", true, true, false},
6003 {"bk", false, false, false},
6004 {"up", true, false, true},
6005 {"dn", true, false, true}
6009 static int componentorder[4] = {0, 1, 2, 3};
6011 rtexture_t *R_LoadCubemap(const char *basename)
6013 int i, j, cubemapsize;
6014 unsigned char *cubemappixels, *image_buffer;
6015 rtexture_t *cubemaptexture;
6017 // must start 0 so the first loadimagepixels has no requested width/height
6019 cubemappixels = NULL;
6020 cubemaptexture = NULL;
6021 // keep trying different suffix groups (posx, px, rt) until one loads
6022 for (j = 0;j < 3 && !cubemappixels;j++)
6024 // load the 6 images in the suffix group
6025 for (i = 0;i < 6;i++)
6027 // generate an image name based on the base and and suffix
6028 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6030 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6032 // an image loaded, make sure width and height are equal
6033 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6035 // if this is the first image to load successfully, allocate the cubemap memory
6036 if (!cubemappixels && image_width >= 1)
6038 cubemapsize = image_width;
6039 // note this clears to black, so unavailable sides are black
6040 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6042 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6044 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);
6047 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6049 Mem_Free(image_buffer);
6053 // if a cubemap loaded, upload it
6056 if (developer_loading.integer)
6057 Con_Printf("loading cubemap \"%s\"\n", basename);
6059 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6060 Mem_Free(cubemappixels);
6064 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6065 if (developer_loading.integer)
6067 Con_Printf("(tried tried images ");
6068 for (j = 0;j < 3;j++)
6069 for (i = 0;i < 6;i++)
6070 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6071 Con_Print(" and was unable to find any of them).\n");
6074 return cubemaptexture;
6077 rtexture_t *R_GetCubemap(const char *basename)
6080 for (i = 0;i < r_texture_numcubemaps;i++)
6081 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6082 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6083 if (i >= MAX_CUBEMAPS)
6084 return r_texture_whitecube;
6085 r_texture_numcubemaps++;
6086 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6087 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6088 return r_texture_cubemaps[i].texture;
6091 void R_FreeCubemaps(void)
6094 for (i = 0;i < r_texture_numcubemaps;i++)
6096 if (developer_loading.integer)
6097 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6098 if (r_texture_cubemaps[i].texture)
6099 R_FreeTexture(r_texture_cubemaps[i].texture);
6101 r_texture_numcubemaps = 0;
6104 void R_Main_FreeViewCache(void)
6106 if (r_refdef.viewcache.entityvisible)
6107 Mem_Free(r_refdef.viewcache.entityvisible);
6108 if (r_refdef.viewcache.world_pvsbits)
6109 Mem_Free(r_refdef.viewcache.world_pvsbits);
6110 if (r_refdef.viewcache.world_leafvisible)
6111 Mem_Free(r_refdef.viewcache.world_leafvisible);
6112 if (r_refdef.viewcache.world_surfacevisible)
6113 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6114 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6117 void R_Main_ResizeViewCache(void)
6119 int numentities = r_refdef.scene.numentities;
6120 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6121 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6122 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6123 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6124 if (r_refdef.viewcache.maxentities < numentities)
6126 r_refdef.viewcache.maxentities = numentities;
6127 if (r_refdef.viewcache.entityvisible)
6128 Mem_Free(r_refdef.viewcache.entityvisible);
6129 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6131 if (r_refdef.viewcache.world_numclusters != numclusters)
6133 r_refdef.viewcache.world_numclusters = numclusters;
6134 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6135 if (r_refdef.viewcache.world_pvsbits)
6136 Mem_Free(r_refdef.viewcache.world_pvsbits);
6137 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6139 if (r_refdef.viewcache.world_numleafs != numleafs)
6141 r_refdef.viewcache.world_numleafs = numleafs;
6142 if (r_refdef.viewcache.world_leafvisible)
6143 Mem_Free(r_refdef.viewcache.world_leafvisible);
6144 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6146 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6148 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6149 if (r_refdef.viewcache.world_surfacevisible)
6150 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6151 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6155 extern rtexture_t *loadingscreentexture;
6156 void gl_main_start(void)
6158 loadingscreentexture = NULL;
6159 r_texture_blanknormalmap = NULL;
6160 r_texture_white = NULL;
6161 r_texture_grey128 = NULL;
6162 r_texture_black = NULL;
6163 r_texture_whitecube = NULL;
6164 r_texture_normalizationcube = NULL;
6165 r_texture_fogattenuation = NULL;
6166 r_texture_fogheighttexture = NULL;
6167 r_texture_gammaramps = NULL;
6168 r_texture_numcubemaps = 0;
6170 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6171 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6173 switch(vid.renderpath)
6175 case RENDERPATH_GL20:
6176 case RENDERPATH_CGGL:
6177 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6178 Cvar_SetValueQuick(&gl_combine, 1);
6179 Cvar_SetValueQuick(&r_glsl, 1);
6180 r_loadnormalmap = true;
6184 case RENDERPATH_GL13:
6185 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6186 Cvar_SetValueQuick(&gl_combine, 1);
6187 Cvar_SetValueQuick(&r_glsl, 0);
6188 r_loadnormalmap = false;
6189 r_loadgloss = false;
6192 case RENDERPATH_GL11:
6193 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6194 Cvar_SetValueQuick(&gl_combine, 0);
6195 Cvar_SetValueQuick(&r_glsl, 0);
6196 r_loadnormalmap = false;
6197 r_loadgloss = false;
6203 R_FrameData_Reset();
6207 memset(r_queries, 0, sizeof(r_queries));
6209 r_qwskincache = NULL;
6210 r_qwskincache_size = 0;
6212 // set up r_skinframe loading system for textures
6213 memset(&r_skinframe, 0, sizeof(r_skinframe));
6214 r_skinframe.loadsequence = 1;
6215 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6217 r_main_texturepool = R_AllocTexturePool();
6218 R_BuildBlankTextures();
6220 if (vid.support.arb_texture_cube_map)
6223 R_BuildNormalizationCube();
6225 r_texture_fogattenuation = NULL;
6226 r_texture_fogheighttexture = NULL;
6227 r_texture_gammaramps = NULL;
6228 //r_texture_fogintensity = NULL;
6229 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6230 memset(&r_waterstate, 0, sizeof(r_waterstate));
6231 r_glsl_permutation = NULL;
6232 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6233 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6234 glslshaderstring = NULL;
6236 r_cg_permutation = NULL;
6237 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6238 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6239 cgshaderstring = NULL;
6241 memset(&r_svbsp, 0, sizeof (r_svbsp));
6243 r_refdef.fogmasktable_density = 0;
6246 void gl_main_shutdown(void)
6249 R_FrameData_Reset();
6251 R_Main_FreeViewCache();
6254 qglDeleteQueriesARB(r_maxqueries, r_queries);
6258 memset(r_queries, 0, sizeof(r_queries));
6260 r_qwskincache = NULL;
6261 r_qwskincache_size = 0;
6263 // clear out the r_skinframe state
6264 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6265 memset(&r_skinframe, 0, sizeof(r_skinframe));
6268 Mem_Free(r_svbsp.nodes);
6269 memset(&r_svbsp, 0, sizeof (r_svbsp));
6270 R_FreeTexturePool(&r_main_texturepool);
6271 loadingscreentexture = NULL;
6272 r_texture_blanknormalmap = NULL;
6273 r_texture_white = NULL;
6274 r_texture_grey128 = NULL;
6275 r_texture_black = NULL;
6276 r_texture_whitecube = NULL;
6277 r_texture_normalizationcube = NULL;
6278 r_texture_fogattenuation = NULL;
6279 r_texture_fogheighttexture = NULL;
6280 r_texture_gammaramps = NULL;
6281 r_texture_numcubemaps = 0;
6282 //r_texture_fogintensity = NULL;
6283 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6284 memset(&r_waterstate, 0, sizeof(r_waterstate));
6285 r_glsl_permutation = NULL;
6286 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6287 glslshaderstring = NULL;
6289 r_cg_permutation = NULL;
6290 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6291 cgshaderstring = NULL;
6296 extern void CL_ParseEntityLump(char *entitystring);
6297 void gl_main_newmap(void)
6299 // FIXME: move this code to client
6300 char *entities, entname[MAX_QPATH];
6302 Mem_Free(r_qwskincache);
6303 r_qwskincache = NULL;
6304 r_qwskincache_size = 0;
6307 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6308 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6310 CL_ParseEntityLump(entities);
6314 if (cl.worldmodel->brush.entities)
6315 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6317 R_Main_FreeViewCache();
6319 R_FrameData_Reset();
6322 void GL_Main_Init(void)
6324 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6326 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6327 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6328 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6329 if (gamemode == GAME_NEHAHRA)
6331 Cvar_RegisterVariable (&gl_fogenable);
6332 Cvar_RegisterVariable (&gl_fogdensity);
6333 Cvar_RegisterVariable (&gl_fogred);
6334 Cvar_RegisterVariable (&gl_foggreen);
6335 Cvar_RegisterVariable (&gl_fogblue);
6336 Cvar_RegisterVariable (&gl_fogstart);
6337 Cvar_RegisterVariable (&gl_fogend);
6338 Cvar_RegisterVariable (&gl_skyclip);
6340 Cvar_RegisterVariable(&r_motionblur);
6341 Cvar_RegisterVariable(&r_motionblur_maxblur);
6342 Cvar_RegisterVariable(&r_motionblur_bmin);
6343 Cvar_RegisterVariable(&r_motionblur_vmin);
6344 Cvar_RegisterVariable(&r_motionblur_vmax);
6345 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6346 Cvar_RegisterVariable(&r_motionblur_randomize);
6347 Cvar_RegisterVariable(&r_damageblur);
6348 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6349 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6350 Cvar_RegisterVariable(&r_equalize_entities_by);
6351 Cvar_RegisterVariable(&r_equalize_entities_to);
6352 Cvar_RegisterVariable(&r_depthfirst);
6353 Cvar_RegisterVariable(&r_useinfinitefarclip);
6354 Cvar_RegisterVariable(&r_farclip_base);
6355 Cvar_RegisterVariable(&r_farclip_world);
6356 Cvar_RegisterVariable(&r_nearclip);
6357 Cvar_RegisterVariable(&r_showbboxes);
6358 Cvar_RegisterVariable(&r_showsurfaces);
6359 Cvar_RegisterVariable(&r_showtris);
6360 Cvar_RegisterVariable(&r_shownormals);
6361 Cvar_RegisterVariable(&r_showlighting);
6362 Cvar_RegisterVariable(&r_showshadowvolumes);
6363 Cvar_RegisterVariable(&r_showcollisionbrushes);
6364 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6365 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6366 Cvar_RegisterVariable(&r_showdisabledepthtest);
6367 Cvar_RegisterVariable(&r_drawportals);
6368 Cvar_RegisterVariable(&r_drawentities);
6369 Cvar_RegisterVariable(&r_drawworld);
6370 Cvar_RegisterVariable(&r_cullentities_trace);
6371 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6372 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6373 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6374 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6375 Cvar_RegisterVariable(&r_drawviewmodel);
6376 Cvar_RegisterVariable(&r_drawexteriormodel);
6377 Cvar_RegisterVariable(&r_speeds);
6378 Cvar_RegisterVariable(&r_fullbrights);
6379 Cvar_RegisterVariable(&r_wateralpha);
6380 Cvar_RegisterVariable(&r_dynamic);
6381 Cvar_RegisterVariable(&r_fullbright);
6382 Cvar_RegisterVariable(&r_shadows);
6383 Cvar_RegisterVariable(&r_shadows_darken);
6384 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6385 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6386 Cvar_RegisterVariable(&r_shadows_throwdistance);
6387 Cvar_RegisterVariable(&r_shadows_throwdirection);
6388 Cvar_RegisterVariable(&r_shadows_focus);
6389 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6390 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6391 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6392 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6393 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6394 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6395 Cvar_RegisterVariable(&r_fog_exp2);
6396 Cvar_RegisterVariable(&r_drawfog);
6397 Cvar_RegisterVariable(&r_transparentdepthmasking);
6398 Cvar_RegisterVariable(&r_texture_dds_load);
6399 Cvar_RegisterVariable(&r_texture_dds_save);
6400 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6401 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6402 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6403 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6404 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6405 Cvar_RegisterVariable(&r_textureunits);
6406 Cvar_RegisterVariable(&gl_combine);
6407 Cvar_RegisterVariable(&r_glsl);
6408 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6409 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6410 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6411 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6412 Cvar_RegisterVariable(&r_glsl_postprocess);
6413 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6414 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6415 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6416 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6417 Cvar_RegisterVariable(&r_water);
6418 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6419 Cvar_RegisterVariable(&r_water_clippingplanebias);
6420 Cvar_RegisterVariable(&r_water_refractdistort);
6421 Cvar_RegisterVariable(&r_water_reflectdistort);
6422 Cvar_RegisterVariable(&r_lerpsprites);
6423 Cvar_RegisterVariable(&r_lerpmodels);
6424 Cvar_RegisterVariable(&r_lerplightstyles);
6425 Cvar_RegisterVariable(&r_waterscroll);
6426 Cvar_RegisterVariable(&r_bloom);
6427 Cvar_RegisterVariable(&r_bloom_colorscale);
6428 Cvar_RegisterVariable(&r_bloom_brighten);
6429 Cvar_RegisterVariable(&r_bloom_blur);
6430 Cvar_RegisterVariable(&r_bloom_resolution);
6431 Cvar_RegisterVariable(&r_bloom_colorexponent);
6432 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6433 Cvar_RegisterVariable(&r_hdr);
6434 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6435 Cvar_RegisterVariable(&r_hdr_glowintensity);
6436 Cvar_RegisterVariable(&r_hdr_range);
6437 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6438 Cvar_RegisterVariable(&developer_texturelogging);
6439 Cvar_RegisterVariable(&gl_lightmaps);
6440 Cvar_RegisterVariable(&r_test);
6441 Cvar_RegisterVariable(&r_glsl_saturation);
6442 Cvar_RegisterVariable(&r_framedatasize);
6443 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6444 Cvar_SetValue("r_fullbrights", 0);
6445 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6447 Cvar_RegisterVariable(&r_track_sprites);
6448 Cvar_RegisterVariable(&r_track_sprites_flags);
6449 Cvar_RegisterVariable(&r_track_sprites_scalew);
6450 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6451 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6452 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6455 extern void R_Textures_Init(void);
6456 extern void GL_Draw_Init(void);
6457 extern void GL_Main_Init(void);
6458 extern void R_Shadow_Init(void);
6459 extern void R_Sky_Init(void);
6460 extern void GL_Surf_Init(void);
6461 extern void R_Particles_Init(void);
6462 extern void R_Explosion_Init(void);
6463 extern void gl_backend_init(void);
6464 extern void Sbar_Init(void);
6465 extern void R_LightningBeams_Init(void);
6466 extern void Mod_RenderInit(void);
6467 extern void Font_Init(void);
6469 void Render_Init(void)
6482 R_LightningBeams_Init();
6491 extern char *ENGINE_EXTENSIONS;
6494 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6495 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6496 gl_version = (const char *)qglGetString(GL_VERSION);
6497 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6501 if (!gl_platformextensions)
6502 gl_platformextensions = "";
6504 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6505 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6506 Con_Printf("GL_VERSION: %s\n", gl_version);
6507 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6508 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6510 VID_CheckExtensions();
6512 // LordHavoc: report supported extensions
6513 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6515 // clear to black (loading plaque will be seen over this)
6517 qglClearColor(0,0,0,1);CHECKGLERROR
6518 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6521 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6525 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6527 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6530 p = r_refdef.view.frustum + i;
6535 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6539 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6543 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6547 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6551 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6555 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6559 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6563 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6571 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6575 for (i = 0;i < numplanes;i++)
6582 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6586 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6590 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6594 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6598 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6602 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6606 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6610 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6618 //==================================================================================
6620 // LordHavoc: this stores temporary data used within the same frame
6622 qboolean r_framedata_failed;
6623 static size_t r_framedata_size;
6624 static size_t r_framedata_current;
6625 static void *r_framedata_base;
6627 void R_FrameData_Reset(void)
6629 if (r_framedata_base)
6630 Mem_Free(r_framedata_base);
6631 r_framedata_base = NULL;
6632 r_framedata_size = 0;
6633 r_framedata_current = 0;
6634 r_framedata_failed = false;
6637 void R_FrameData_NewFrame(void)
6640 if (r_framedata_failed)
6641 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6642 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6643 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6644 if (r_framedata_size != wantedsize)
6646 r_framedata_size = wantedsize;
6647 if (r_framedata_base)
6648 Mem_Free(r_framedata_base);
6649 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6651 r_framedata_current = 0;
6652 r_framedata_failed = false;
6655 void *R_FrameData_Alloc(size_t size)
6659 // align to 16 byte boundary
6660 size = (size + 15) & ~15;
6661 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6662 r_framedata_current += size;
6665 if (r_framedata_current > r_framedata_size)
6666 r_framedata_failed = true;
6668 // return NULL on everything after a failure
6669 if (r_framedata_failed)
6675 void *R_FrameData_Store(size_t size, void *data)
6677 void *d = R_FrameData_Alloc(size);
6679 memcpy(d, data, size);
6683 //==================================================================================
6685 // LordHavoc: animcache originally written by Echon, rewritten since then
6688 * Animation cache prevents re-generating mesh data for an animated model
6689 * multiple times in one frame for lighting, shadowing, reflections, etc.
6692 void R_AnimCache_Free(void)
6696 void R_AnimCache_ClearCache(void)
6699 entity_render_t *ent;
6701 for (i = 0;i < r_refdef.scene.numentities;i++)
6703 ent = r_refdef.scene.entities[i];
6704 ent->animcache_vertex3f = NULL;
6705 ent->animcache_normal3f = NULL;
6706 ent->animcache_svector3f = NULL;
6707 ent->animcache_tvector3f = NULL;
6708 ent->animcache_vertexposition = NULL;
6709 ent->animcache_vertexmesh = NULL;
6710 ent->animcache_vertexpositionbuffer = NULL;
6711 ent->animcache_vertexmeshbuffer = NULL;
6715 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6718 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6719 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6720 if (!ent->animcache_vertexposition)
6721 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6722 if (ent->animcache_vertexposition)
6724 for (i = 0;i < numvertices;i++)
6725 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6726 // TODO: upload vertex buffer?
6728 if (ent->animcache_vertexmesh)
6730 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6731 for (i = 0;i < numvertices;i++)
6732 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6733 if (ent->animcache_svector3f)
6734 for (i = 0;i < numvertices;i++)
6735 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6736 if (ent->animcache_tvector3f)
6737 for (i = 0;i < numvertices;i++)
6738 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6739 if (ent->animcache_normal3f)
6740 for (i = 0;i < numvertices;i++)
6741 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6742 // TODO: upload vertex buffer?
6746 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6748 dp_model_t *model = ent->model;
6750 // see if it's already cached this frame
6751 if (ent->animcache_vertex3f)
6753 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6754 if (wantnormals || wanttangents)
6756 if (ent->animcache_normal3f)
6757 wantnormals = false;
6758 if (ent->animcache_svector3f)
6759 wanttangents = false;
6760 if (wantnormals || wanttangents)
6762 numvertices = model->surfmesh.num_vertices;
6764 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6767 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6768 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6770 if (!r_framedata_failed)
6772 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6773 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6780 // see if this ent is worth caching
6781 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6783 // get some memory for this entity and generate mesh data
6784 numvertices = model->surfmesh.num_vertices;
6785 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6787 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6790 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6791 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6793 if (!r_framedata_failed)
6795 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6796 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6799 return !r_framedata_failed;
6802 void R_AnimCache_CacheVisibleEntities(void)
6805 qboolean wantnormals = true;
6806 qboolean wanttangents = !r_showsurfaces.integer;
6808 switch(vid.renderpath)
6810 case RENDERPATH_GL20:
6811 case RENDERPATH_CGGL:
6813 case RENDERPATH_GL13:
6814 case RENDERPATH_GL11:
6815 wanttangents = false;
6819 if (r_shownormals.integer)
6820 wanttangents = wantnormals = true;
6822 // TODO: thread this
6823 // NOTE: R_PrepareRTLights() also caches entities
6825 for (i = 0;i < r_refdef.scene.numentities;i++)
6826 if (r_refdef.viewcache.entityvisible[i])
6827 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6830 //==================================================================================
6832 static void R_View_UpdateEntityLighting (void)
6835 entity_render_t *ent;
6836 vec3_t tempdiffusenormal, avg;
6837 vec_t f, fa, fd, fdd;
6838 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6840 for (i = 0;i < r_refdef.scene.numentities;i++)
6842 ent = r_refdef.scene.entities[i];
6844 // skip unseen models
6845 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6849 if (ent->model && ent->model->brush.num_leafs)
6851 // TODO: use modellight for r_ambient settings on world?
6852 VectorSet(ent->modellight_ambient, 0, 0, 0);
6853 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6854 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6858 // fetch the lighting from the worldmodel data
6859 VectorClear(ent->modellight_ambient);
6860 VectorClear(ent->modellight_diffuse);
6861 VectorClear(tempdiffusenormal);
6862 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6865 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6866 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6867 if(ent->flags & RENDER_EQUALIZE)
6869 // first fix up ambient lighting...
6870 if(r_equalize_entities_minambient.value > 0)
6872 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6875 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6876 if(fa < r_equalize_entities_minambient.value * fd)
6879 // fa'/fd' = minambient
6880 // fa'+0.25*fd' = fa+0.25*fd
6882 // fa' = fd' * minambient
6883 // fd'*(0.25+minambient) = fa+0.25*fd
6885 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6886 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6888 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6889 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
6890 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6891 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6896 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6898 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6899 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6902 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6903 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6904 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6910 VectorSet(ent->modellight_ambient, 1, 1, 1);
6912 // move the light direction into modelspace coordinates for lighting code
6913 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6914 if(VectorLength2(ent->modellight_lightdir) == 0)
6915 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6916 VectorNormalize(ent->modellight_lightdir);
6920 #define MAX_LINEOFSIGHTTRACES 64
6922 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6925 vec3_t boxmins, boxmaxs;
6928 dp_model_t *model = r_refdef.scene.worldmodel;
6930 if (!model || !model->brush.TraceLineOfSight)
6933 // expand the box a little
6934 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6935 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6936 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6937 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6938 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6939 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6941 // return true if eye is inside enlarged box
6942 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6946 VectorCopy(eye, start);
6947 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6948 if (model->brush.TraceLineOfSight(model, start, end))
6951 // try various random positions
6952 for (i = 0;i < numsamples;i++)
6954 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6955 if (model->brush.TraceLineOfSight(model, start, end))
6963 static void R_View_UpdateEntityVisible (void)
6968 entity_render_t *ent;
6970 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6971 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6972 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6973 : RENDER_EXTERIORMODEL;
6974 if (!r_drawviewmodel.integer)
6975 renderimask |= RENDER_VIEWMODEL;
6976 if (!r_drawexteriormodel.integer)
6977 renderimask |= RENDER_EXTERIORMODEL;
6978 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6980 // worldmodel can check visibility
6981 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6982 for (i = 0;i < r_refdef.scene.numentities;i++)
6984 ent = r_refdef.scene.entities[i];
6985 if (!(ent->flags & renderimask))
6986 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)))
6987 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))
6988 r_refdef.viewcache.entityvisible[i] = true;
6990 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6991 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6993 for (i = 0;i < r_refdef.scene.numentities;i++)
6995 ent = r_refdef.scene.entities[i];
6996 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6998 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7000 continue; // temp entities do pvs only
7001 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7002 ent->last_trace_visibility = realtime;
7003 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7004 r_refdef.viewcache.entityvisible[i] = 0;
7011 // no worldmodel or it can't check visibility
7012 for (i = 0;i < r_refdef.scene.numentities;i++)
7014 ent = r_refdef.scene.entities[i];
7015 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));
7020 /// only used if skyrendermasked, and normally returns false
7021 int R_DrawBrushModelsSky (void)
7024 entity_render_t *ent;
7027 for (i = 0;i < r_refdef.scene.numentities;i++)
7029 if (!r_refdef.viewcache.entityvisible[i])
7031 ent = r_refdef.scene.entities[i];
7032 if (!ent->model || !ent->model->DrawSky)
7034 ent->model->DrawSky(ent);
7040 static void R_DrawNoModel(entity_render_t *ent);
7041 static void R_DrawModels(void)
7044 entity_render_t *ent;
7046 for (i = 0;i < r_refdef.scene.numentities;i++)
7048 if (!r_refdef.viewcache.entityvisible[i])
7050 ent = r_refdef.scene.entities[i];
7051 r_refdef.stats.entities++;
7052 if (ent->model && ent->model->Draw != NULL)
7053 ent->model->Draw(ent);
7059 static void R_DrawModelsDepth(void)
7062 entity_render_t *ent;
7064 for (i = 0;i < r_refdef.scene.numentities;i++)
7066 if (!r_refdef.viewcache.entityvisible[i])
7068 ent = r_refdef.scene.entities[i];
7069 if (ent->model && ent->model->DrawDepth != NULL)
7070 ent->model->DrawDepth(ent);
7074 static void R_DrawModelsDebug(void)
7077 entity_render_t *ent;
7079 for (i = 0;i < r_refdef.scene.numentities;i++)
7081 if (!r_refdef.viewcache.entityvisible[i])
7083 ent = r_refdef.scene.entities[i];
7084 if (ent->model && ent->model->DrawDebug != NULL)
7085 ent->model->DrawDebug(ent);
7089 static void R_DrawModelsAddWaterPlanes(void)
7092 entity_render_t *ent;
7094 for (i = 0;i < r_refdef.scene.numentities;i++)
7096 if (!r_refdef.viewcache.entityvisible[i])
7098 ent = r_refdef.scene.entities[i];
7099 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7100 ent->model->DrawAddWaterPlanes(ent);
7104 static void R_View_SetFrustum(void)
7107 double slopex, slopey;
7108 vec3_t forward, left, up, origin;
7110 // we can't trust r_refdef.view.forward and friends in reflected scenes
7111 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7114 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7115 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7116 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7117 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7118 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7119 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7120 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7121 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7122 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7123 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7124 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7125 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7129 zNear = r_refdef.nearclip;
7130 nudge = 1.0 - 1.0 / (1<<23);
7131 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7132 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7133 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7134 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7135 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7136 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7137 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7138 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7144 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7145 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7146 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7147 r_refdef.view.frustum[0].dist = m[15] - m[12];
7149 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7150 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7151 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7152 r_refdef.view.frustum[1].dist = m[15] + m[12];
7154 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7155 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7156 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7157 r_refdef.view.frustum[2].dist = m[15] - m[13];
7159 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7160 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7161 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7162 r_refdef.view.frustum[3].dist = m[15] + m[13];
7164 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7165 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7166 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7167 r_refdef.view.frustum[4].dist = m[15] - m[14];
7169 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7170 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7171 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7172 r_refdef.view.frustum[5].dist = m[15] + m[14];
7175 if (r_refdef.view.useperspective)
7177 slopex = 1.0 / r_refdef.view.frustum_x;
7178 slopey = 1.0 / r_refdef.view.frustum_y;
7179 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7180 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7181 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7182 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7183 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7185 // Leaving those out was a mistake, those were in the old code, and they
7186 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7187 // I couldn't reproduce it after adding those normalizations. --blub
7188 VectorNormalize(r_refdef.view.frustum[0].normal);
7189 VectorNormalize(r_refdef.view.frustum[1].normal);
7190 VectorNormalize(r_refdef.view.frustum[2].normal);
7191 VectorNormalize(r_refdef.view.frustum[3].normal);
7193 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7194 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]);
7195 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]);
7196 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]);
7197 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]);
7199 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7200 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7201 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7202 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7203 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7207 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7208 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7209 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7210 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7211 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7212 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7213 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7214 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7215 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7216 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7218 r_refdef.view.numfrustumplanes = 5;
7220 if (r_refdef.view.useclipplane)
7222 r_refdef.view.numfrustumplanes = 6;
7223 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7226 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7227 PlaneClassify(r_refdef.view.frustum + i);
7229 // LordHavoc: note to all quake engine coders, Quake had a special case
7230 // for 90 degrees which assumed a square view (wrong), so I removed it,
7231 // Quake2 has it disabled as well.
7233 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7234 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7235 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7236 //PlaneClassify(&frustum[0]);
7238 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7239 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7240 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7241 //PlaneClassify(&frustum[1]);
7243 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7244 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7245 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7246 //PlaneClassify(&frustum[2]);
7248 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7249 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7250 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7251 //PlaneClassify(&frustum[3]);
7254 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7255 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7256 //PlaneClassify(&frustum[4]);
7259 void R_View_Update(void)
7261 R_Main_ResizeViewCache();
7262 R_View_SetFrustum();
7263 R_View_WorldVisibility(r_refdef.view.useclipplane);
7264 R_View_UpdateEntityVisible();
7265 R_View_UpdateEntityLighting();
7268 void R_SetupView(qboolean allowwaterclippingplane)
7270 const float *customclipplane = NULL;
7272 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7274 // LordHavoc: couldn't figure out how to make this approach the
7275 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7276 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7277 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7278 dist = r_refdef.view.clipplane.dist;
7279 plane[0] = r_refdef.view.clipplane.normal[0];
7280 plane[1] = r_refdef.view.clipplane.normal[1];
7281 plane[2] = r_refdef.view.clipplane.normal[2];
7283 customclipplane = plane;
7286 if (!r_refdef.view.useperspective)
7287 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);
7288 else if (vid.stencil && r_useinfinitefarclip.integer)
7289 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);
7291 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);
7292 R_SetViewport(&r_refdef.view.viewport);
7295 void R_EntityMatrix(const matrix4x4_t *matrix)
7297 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7299 gl_modelmatrixchanged = false;
7300 gl_modelmatrix = *matrix;
7301 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7302 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7303 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7304 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7306 switch(vid.renderpath)
7308 case RENDERPATH_GL20:
7309 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7310 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7311 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7313 case RENDERPATH_CGGL:
7316 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7317 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7318 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7321 case RENDERPATH_GL13:
7322 case RENDERPATH_GL11:
7323 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7329 void R_ResetViewRendering2D(void)
7331 r_viewport_t viewport;
7334 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7335 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);
7336 R_SetViewport(&viewport);
7337 GL_Scissor(viewport.x, viewport.y, viewport.width, 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(false);
7343 GL_DepthMask(false);
7344 GL_DepthRange(0, 1);
7345 GL_DepthTest(false);
7346 R_EntityMatrix(&identitymatrix);
7347 R_Mesh_ResetTextureState();
7348 GL_PolygonOffset(0, 0);
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(GL_FRONT); // quake is backwards, this culls back faces
7358 void R_ResetViewRendering3D(void)
7363 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7364 GL_Color(1, 1, 1, 1);
7365 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7366 GL_BlendFunc(GL_ONE, GL_ZERO);
7367 GL_AlphaTest(false);
7368 GL_ScissorTest(true);
7370 GL_DepthRange(0, 1);
7372 R_EntityMatrix(&identitymatrix);
7373 R_Mesh_ResetTextureState();
7374 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7375 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7376 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7377 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7378 qglStencilMask(~0);CHECKGLERROR
7379 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7380 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7381 GL_CullFace(r_refdef.view.cullface_back);
7386 R_RenderView_UpdateViewVectors
7389 static void R_RenderView_UpdateViewVectors(void)
7391 // break apart the view matrix into vectors for various purposes
7392 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7393 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7394 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7395 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7396 // make an inverted copy of the view matrix for tracking sprites
7397 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7400 void R_RenderScene(void);
7401 void R_RenderWaterPlanes(void);
7403 static void R_Water_StartFrame(void)
7406 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7407 r_waterstate_waterplane_t *p;
7409 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7412 switch(vid.renderpath)
7414 case RENDERPATH_GL20:
7415 case RENDERPATH_CGGL:
7417 case RENDERPATH_GL13:
7418 case RENDERPATH_GL11:
7422 // set waterwidth and waterheight to the water resolution that will be
7423 // used (often less than the screen resolution for faster rendering)
7424 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7425 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7427 // calculate desired texture sizes
7428 // can't use water if the card does not support the texture size
7429 if (!r_water.integer || r_showsurfaces.integer)
7430 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7431 else if (vid.support.arb_texture_non_power_of_two)
7433 texturewidth = waterwidth;
7434 textureheight = waterheight;
7435 camerawidth = waterwidth;
7436 cameraheight = waterheight;
7440 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7441 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7442 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7443 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7446 // allocate textures as needed
7447 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7449 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7450 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7452 if (p->texture_refraction)
7453 R_FreeTexture(p->texture_refraction);
7454 p->texture_refraction = NULL;
7455 if (p->texture_reflection)
7456 R_FreeTexture(p->texture_reflection);
7457 p->texture_reflection = NULL;
7458 if (p->texture_camera)
7459 R_FreeTexture(p->texture_camera);
7460 p->texture_camera = NULL;
7462 memset(&r_waterstate, 0, sizeof(r_waterstate));
7463 r_waterstate.texturewidth = texturewidth;
7464 r_waterstate.textureheight = textureheight;
7465 r_waterstate.camerawidth = camerawidth;
7466 r_waterstate.cameraheight = cameraheight;
7469 if (r_waterstate.texturewidth)
7471 r_waterstate.enabled = true;
7473 // when doing a reduced render (HDR) we want to use a smaller area
7474 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7475 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7477 // set up variables that will be used in shader setup
7478 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7479 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7480 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7481 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7484 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7485 r_waterstate.numwaterplanes = 0;
7488 void R_Water_AddWaterPlane(msurface_t *surface)
7490 int triangleindex, planeindex;
7497 r_waterstate_waterplane_t *p;
7498 texture_t *t = R_GetCurrentTexture(surface->texture);
7499 cam_ent = t->camera_entity;
7500 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7503 // just use the first triangle with a valid normal for any decisions
7504 VectorClear(normal);
7505 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7507 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7508 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7509 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7510 TriangleNormal(vert[0], vert[1], vert[2], normal);
7511 if (VectorLength2(normal) >= 0.001)
7515 VectorCopy(normal, plane.normal);
7516 VectorNormalize(plane.normal);
7517 plane.dist = DotProduct(vert[0], plane.normal);
7518 PlaneClassify(&plane);
7519 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7521 // skip backfaces (except if nocullface is set)
7522 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7524 VectorNegate(plane.normal, plane.normal);
7526 PlaneClassify(&plane);
7530 // find a matching plane if there is one
7531 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7532 if(p->camera_entity == t->camera_entity)
7533 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7535 if (planeindex >= r_waterstate.maxwaterplanes)
7536 return; // nothing we can do, out of planes
7538 // if this triangle does not fit any known plane rendered this frame, add one
7539 if (planeindex >= r_waterstate.numwaterplanes)
7541 // store the new plane
7542 r_waterstate.numwaterplanes++;
7544 // clear materialflags and pvs
7545 p->materialflags = 0;
7546 p->pvsvalid = false;
7547 p->camera_entity = t->camera_entity;
7549 // merge this surface's materialflags into the waterplane
7550 p->materialflags |= t->currentmaterialflags;
7551 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7553 // merge this surface's PVS into the waterplane
7554 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7555 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7556 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7558 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7564 static void R_Water_ProcessPlanes(void)
7566 r_refdef_view_t originalview;
7567 r_refdef_view_t myview;
7569 r_waterstate_waterplane_t *p;
7572 originalview = r_refdef.view;
7574 // make sure enough textures are allocated
7575 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7577 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7579 if (!p->texture_refraction)
7580 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);
7581 if (!p->texture_refraction)
7584 else if (p->materialflags & MATERIALFLAG_CAMERA)
7586 if (!p->texture_camera)
7587 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);
7588 if (!p->texture_camera)
7592 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7594 if (!p->texture_reflection)
7595 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);
7596 if (!p->texture_reflection)
7602 r_refdef.view = originalview;
7603 r_refdef.view.showdebug = false;
7604 r_refdef.view.width = r_waterstate.waterwidth;
7605 r_refdef.view.height = r_waterstate.waterheight;
7606 r_refdef.view.useclipplane = true;
7607 myview = r_refdef.view;
7608 r_waterstate.renderingscene = true;
7609 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7611 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7613 r_refdef.view = myview;
7614 // render reflected scene and copy into texture
7615 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7616 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7617 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7618 r_refdef.view.clipplane = p->plane;
7619 // reverse the cullface settings for this render
7620 r_refdef.view.cullface_front = GL_FRONT;
7621 r_refdef.view.cullface_back = GL_BACK;
7622 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7624 r_refdef.view.usecustompvs = true;
7626 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7628 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7631 R_ResetViewRendering3D();
7632 R_ClearScreen(r_refdef.fogenabled);
7636 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);
7639 // render the normal view scene and copy into texture
7640 // (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)
7641 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7643 r_waterstate.renderingrefraction = true;
7644 r_refdef.view = myview;
7646 r_refdef.view.clipplane = p->plane;
7647 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7648 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7650 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7652 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7653 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7654 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7655 R_RenderView_UpdateViewVectors();
7656 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);
7659 PlaneClassify(&r_refdef.view.clipplane);
7661 R_ResetViewRendering3D();
7662 R_ClearScreen(r_refdef.fogenabled);
7666 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);
7667 r_waterstate.renderingrefraction = false;
7669 else if (p->materialflags & MATERIALFLAG_CAMERA)
7671 r_refdef.view = myview;
7673 r_refdef.view.clipplane = p->plane;
7674 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7675 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7677 r_refdef.view.width = r_waterstate.camerawidth;
7678 r_refdef.view.height = r_waterstate.cameraheight;
7679 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7680 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7682 if(p->camera_entity)
7684 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7685 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7688 // reverse the cullface settings for this render
7689 r_refdef.view.cullface_front = GL_FRONT;
7690 r_refdef.view.cullface_back = GL_BACK;
7691 // also reverse the view matrix
7692 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7693 R_RenderView_UpdateViewVectors();
7694 if(p->camera_entity)
7695 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);
7697 // camera needs no clipplane
7698 r_refdef.view.useclipplane = false;
7700 PlaneClassify(&r_refdef.view.clipplane);
7702 R_ResetViewRendering3D();
7703 R_ClearScreen(r_refdef.fogenabled);
7707 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);
7708 r_waterstate.renderingrefraction = false;
7712 r_waterstate.renderingscene = false;
7713 r_refdef.view = originalview;
7714 R_ResetViewRendering3D();
7715 R_ClearScreen(r_refdef.fogenabled);
7719 r_refdef.view = originalview;
7720 r_waterstate.renderingscene = false;
7721 Cvar_SetValueQuick(&r_water, 0);
7722 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7726 void R_Bloom_StartFrame(void)
7728 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7730 switch(vid.renderpath)
7732 case RENDERPATH_GL20:
7733 case RENDERPATH_CGGL:
7735 case RENDERPATH_GL13:
7736 case RENDERPATH_GL11:
7740 // set bloomwidth and bloomheight to the bloom resolution that will be
7741 // used (often less than the screen resolution for faster rendering)
7742 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7743 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7744 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7745 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7746 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7748 // calculate desired texture sizes
7749 if (vid.support.arb_texture_non_power_of_two)
7751 screentexturewidth = r_refdef.view.width;
7752 screentextureheight = r_refdef.view.height;
7753 bloomtexturewidth = r_bloomstate.bloomwidth;
7754 bloomtextureheight = r_bloomstate.bloomheight;
7758 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7759 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7760 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7761 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7764 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))
7766 Cvar_SetValueQuick(&r_hdr, 0);
7767 Cvar_SetValueQuick(&r_bloom, 0);
7768 Cvar_SetValueQuick(&r_motionblur, 0);
7769 Cvar_SetValueQuick(&r_damageblur, 0);
7772 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)))
7773 screentexturewidth = screentextureheight = 0;
7774 if (!r_hdr.integer && !r_bloom.integer)
7775 bloomtexturewidth = bloomtextureheight = 0;
7777 // allocate textures as needed
7778 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7780 if (r_bloomstate.texture_screen)
7781 R_FreeTexture(r_bloomstate.texture_screen);
7782 r_bloomstate.texture_screen = NULL;
7783 r_bloomstate.screentexturewidth = screentexturewidth;
7784 r_bloomstate.screentextureheight = screentextureheight;
7785 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7786 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7788 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7790 if (r_bloomstate.texture_bloom)
7791 R_FreeTexture(r_bloomstate.texture_bloom);
7792 r_bloomstate.texture_bloom = NULL;
7793 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7794 r_bloomstate.bloomtextureheight = bloomtextureheight;
7795 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7796 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7799 // when doing a reduced render (HDR) we want to use a smaller area
7800 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7801 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7802 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7803 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7804 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7806 // set up a texcoord array for the full resolution screen image
7807 // (we have to keep this around to copy back during final render)
7808 r_bloomstate.screentexcoord2f[0] = 0;
7809 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7810 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7811 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7812 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7813 r_bloomstate.screentexcoord2f[5] = 0;
7814 r_bloomstate.screentexcoord2f[6] = 0;
7815 r_bloomstate.screentexcoord2f[7] = 0;
7817 // set up a texcoord array for the reduced resolution bloom image
7818 // (which will be additive blended over the screen image)
7819 r_bloomstate.bloomtexcoord2f[0] = 0;
7820 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7821 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7822 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7823 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7824 r_bloomstate.bloomtexcoord2f[5] = 0;
7825 r_bloomstate.bloomtexcoord2f[6] = 0;
7826 r_bloomstate.bloomtexcoord2f[7] = 0;
7828 if (r_hdr.integer || r_bloom.integer)
7830 r_bloomstate.enabled = true;
7831 r_bloomstate.hdr = r_hdr.integer != 0;
7834 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);
7837 void R_Bloom_CopyBloomTexture(float colorscale)
7839 r_refdef.stats.bloom++;
7841 // scale down screen texture to the bloom texture size
7843 R_SetViewport(&r_bloomstate.viewport);
7844 GL_BlendFunc(GL_ONE, GL_ZERO);
7845 GL_Color(colorscale, colorscale, colorscale, 1);
7846 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7847 // TODO: do boxfilter scale-down in shader?
7848 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7849 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7850 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7852 // we now have a bloom image in the framebuffer
7853 // copy it into the bloom image texture for later processing
7854 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);
7855 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7858 void R_Bloom_CopyHDRTexture(void)
7860 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);
7861 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7864 void R_Bloom_MakeTexture(void)
7867 float xoffset, yoffset, r, brighten;
7869 r_refdef.stats.bloom++;
7871 R_ResetViewRendering2D();
7873 // we have a bloom image in the framebuffer
7875 R_SetViewport(&r_bloomstate.viewport);
7877 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7880 r = bound(0, r_bloom_colorexponent.value / x, 1);
7881 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7883 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7884 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7885 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7886 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7888 // copy the vertically blurred bloom view to a texture
7889 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);
7890 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7893 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7894 brighten = r_bloom_brighten.value;
7896 brighten *= r_hdr_range.value;
7897 brighten = sqrt(brighten);
7899 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7900 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7902 for (dir = 0;dir < 2;dir++)
7904 // blend on at multiple vertical offsets to achieve a vertical blur
7905 // TODO: do offset blends using GLSL
7906 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7907 GL_BlendFunc(GL_ONE, GL_ZERO);
7908 for (x = -range;x <= range;x++)
7910 if (!dir){xoffset = 0;yoffset = x;}
7911 else {xoffset = x;yoffset = 0;}
7912 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7913 yoffset /= (float)r_bloomstate.bloomtextureheight;
7914 // compute a texcoord array with the specified x and y offset
7915 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7916 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7917 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7918 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7919 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7920 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7921 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7922 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7923 // this r value looks like a 'dot' particle, fading sharply to
7924 // black at the edges
7925 // (probably not realistic but looks good enough)
7926 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7927 //r = brighten/(range*2+1);
7928 r = brighten / (range * 2 + 1);
7930 r *= (1 - x*x/(float)(range*range));
7931 GL_Color(r, r, r, 1);
7932 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
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 GL_BlendFunc(GL_ONE, GL_ONE);
7938 // copy the vertically blurred bloom view to a texture
7939 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);
7940 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7943 // apply subtract last
7944 // (just like it would be in a GLSL shader)
7945 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7947 GL_BlendFunc(GL_ONE, GL_ZERO);
7949 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7950 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7951 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7952 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7954 GL_BlendFunc(GL_ONE, GL_ONE);
7955 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7956 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7957 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7958 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7959 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7960 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7961 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7963 // copy the darkened bloom view to a texture
7964 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);
7965 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7969 void R_HDR_RenderBloomTexture(void)
7971 int oldwidth, oldheight;
7972 float oldcolorscale;
7974 oldcolorscale = r_refdef.view.colorscale;
7975 oldwidth = r_refdef.view.width;
7976 oldheight = r_refdef.view.height;
7977 r_refdef.view.width = r_bloomstate.bloomwidth;
7978 r_refdef.view.height = r_bloomstate.bloomheight;
7980 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7981 // TODO: add exposure compensation features
7982 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7984 r_refdef.view.showdebug = false;
7985 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7987 R_ResetViewRendering3D();
7989 R_ClearScreen(r_refdef.fogenabled);
7990 if (r_timereport_active)
7991 R_TimeReport("HDRclear");
7994 if (r_timereport_active)
7995 R_TimeReport("visibility");
7997 // only do secondary renders with HDR if r_hdr is 2 or higher
7998 r_waterstate.numwaterplanes = 0;
7999 if (r_waterstate.enabled && r_hdr.integer >= 2)
8000 R_RenderWaterPlanes();
8002 r_refdef.view.showdebug = true;
8004 r_waterstate.numwaterplanes = 0;
8006 R_ResetViewRendering2D();
8008 R_Bloom_CopyHDRTexture();
8009 R_Bloom_MakeTexture();
8011 // restore the view settings
8012 r_refdef.view.width = oldwidth;
8013 r_refdef.view.height = oldheight;
8014 r_refdef.view.colorscale = oldcolorscale;
8016 R_ResetViewRendering3D();
8018 R_ClearScreen(r_refdef.fogenabled);
8019 if (r_timereport_active)
8020 R_TimeReport("viewclear");
8023 static void R_BlendView(void)
8025 unsigned int permutation;
8026 float uservecs[4][4];
8028 switch (vid.renderpath)
8030 case RENDERPATH_GL20:
8031 case RENDERPATH_CGGL:
8033 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8034 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8035 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8036 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8037 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8039 if (r_bloomstate.texture_screen)
8041 // make sure the buffer is available
8042 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8044 R_ResetViewRendering2D();
8046 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8048 // declare variables
8050 static float avgspeed;
8052 speed = VectorLength(cl.movement_velocity);
8054 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8055 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8057 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8058 speed = bound(0, speed, 1);
8059 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8061 // calculate values into a standard alpha
8062 cl.motionbluralpha = 1 - exp(-
8064 (r_motionblur.value * speed / 80)
8066 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8069 max(0.0001, cl.time - cl.oldtime) // fps independent
8072 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8073 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8075 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8078 GL_Color(1, 1, 1, cl.motionbluralpha);
8079 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8080 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8081 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8082 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8086 // copy view into the screen texture
8087 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);
8088 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8090 else if (!r_bloomstate.texture_bloom)
8092 // we may still have to do view tint...
8093 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8095 // apply a color tint to the whole view
8096 R_ResetViewRendering2D();
8097 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8098 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8099 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8100 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8101 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8103 break; // no screen processing, no bloom, skip it
8106 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8108 // render simple bloom effect
8109 // copy the screen and shrink it and darken it for the bloom process
8110 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8111 // make the bloom texture
8112 R_Bloom_MakeTexture();
8115 #if _MSC_VER >= 1400
8116 #define sscanf sscanf_s
8118 memset(uservecs, 0, sizeof(uservecs));
8119 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8120 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8121 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8122 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8124 R_ResetViewRendering2D();
8125 GL_Color(1, 1, 1, 1);
8126 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8127 GL_BlendFunc(GL_ONE, GL_ZERO);
8129 switch(vid.renderpath)
8131 case RENDERPATH_GL20:
8132 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8133 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8134 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8135 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8136 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]);
8137 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8138 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]);
8139 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]);
8140 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]);
8141 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]);
8142 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8143 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8145 case RENDERPATH_CGGL:
8147 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8148 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8149 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8150 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8151 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
8152 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8153 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
8154 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
8155 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
8156 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
8157 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8158 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8164 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8165 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8167 case RENDERPATH_GL13:
8168 case RENDERPATH_GL11:
8169 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8171 // apply a color tint to the whole view
8172 R_ResetViewRendering2D();
8173 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8174 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8175 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8183 matrix4x4_t r_waterscrollmatrix;
8185 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8187 if (r_refdef.fog_density)
8189 r_refdef.fogcolor[0] = r_refdef.fog_red;
8190 r_refdef.fogcolor[1] = r_refdef.fog_green;
8191 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8193 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8194 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8195 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8196 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8200 VectorCopy(r_refdef.fogcolor, fogvec);
8201 // color.rgb *= ContrastBoost * SceneBrightness;
8202 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8203 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8204 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8205 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8210 void R_UpdateVariables(void)
8214 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8216 r_refdef.farclip = r_farclip_base.value;
8217 if (r_refdef.scene.worldmodel)
8218 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8219 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8221 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8222 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8223 r_refdef.polygonfactor = 0;
8224 r_refdef.polygonoffset = 0;
8225 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8226 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8228 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8229 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8230 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8231 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8232 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8233 if (r_showsurfaces.integer)
8235 r_refdef.scene.rtworld = false;
8236 r_refdef.scene.rtworldshadows = false;
8237 r_refdef.scene.rtdlight = false;
8238 r_refdef.scene.rtdlightshadows = false;
8239 r_refdef.lightmapintensity = 0;
8242 if (gamemode == GAME_NEHAHRA)
8244 if (gl_fogenable.integer)
8246 r_refdef.oldgl_fogenable = true;
8247 r_refdef.fog_density = gl_fogdensity.value;
8248 r_refdef.fog_red = gl_fogred.value;
8249 r_refdef.fog_green = gl_foggreen.value;
8250 r_refdef.fog_blue = gl_fogblue.value;
8251 r_refdef.fog_alpha = 1;
8252 r_refdef.fog_start = 0;
8253 r_refdef.fog_end = gl_skyclip.value;
8254 r_refdef.fog_height = 1<<30;
8255 r_refdef.fog_fadedepth = 128;
8257 else if (r_refdef.oldgl_fogenable)
8259 r_refdef.oldgl_fogenable = false;
8260 r_refdef.fog_density = 0;
8261 r_refdef.fog_red = 0;
8262 r_refdef.fog_green = 0;
8263 r_refdef.fog_blue = 0;
8264 r_refdef.fog_alpha = 0;
8265 r_refdef.fog_start = 0;
8266 r_refdef.fog_end = 0;
8267 r_refdef.fog_height = 1<<30;
8268 r_refdef.fog_fadedepth = 128;
8272 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8273 r_refdef.fog_start = max(0, r_refdef.fog_start);
8274 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8276 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8278 if (r_refdef.fog_density && r_drawfog.integer)
8280 r_refdef.fogenabled = true;
8281 // this is the point where the fog reaches 0.9986 alpha, which we
8282 // consider a good enough cutoff point for the texture
8283 // (0.9986 * 256 == 255.6)
8284 if (r_fog_exp2.integer)
8285 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8287 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8288 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8289 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8290 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8291 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8292 R_BuildFogHeightTexture();
8293 // fog color was already set
8294 // update the fog texture
8295 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)
8296 R_BuildFogTexture();
8297 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8298 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8301 r_refdef.fogenabled = false;
8303 switch(vid.renderpath)
8305 case RENDERPATH_GL20:
8306 case RENDERPATH_CGGL:
8307 if(v_glslgamma.integer && !vid_gammatables_trivial)
8309 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8311 // build GLSL gamma texture
8312 #define RAMPWIDTH 256
8313 unsigned short ramp[RAMPWIDTH * 3];
8314 unsigned char rampbgr[RAMPWIDTH][4];
8317 r_texture_gammaramps_serial = vid_gammatables_serial;
8319 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8320 for(i = 0; i < RAMPWIDTH; ++i)
8322 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8323 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8324 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8327 if (r_texture_gammaramps)
8329 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8333 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);
8339 // remove GLSL gamma texture
8342 case RENDERPATH_GL13:
8343 case RENDERPATH_GL11:
8348 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8349 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8355 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8356 if( scenetype != r_currentscenetype ) {
8357 // store the old scenetype
8358 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8359 r_currentscenetype = scenetype;
8360 // move in the new scene
8361 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8370 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8372 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8373 if( scenetype == r_currentscenetype ) {
8374 return &r_refdef.scene;
8376 return &r_scenes_store[ scenetype ];
8385 void R_RenderView(void)
8387 if (r_timereport_active)
8388 R_TimeReport("start");
8389 r_textureframe++; // used only by R_GetCurrentTexture
8390 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8392 if (!r_drawentities.integer)
8393 r_refdef.scene.numentities = 0;
8395 R_AnimCache_ClearCache();
8396 R_FrameData_NewFrame();
8398 if (r_refdef.view.isoverlay)
8400 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8401 GL_Clear( GL_DEPTH_BUFFER_BIT );
8402 R_TimeReport("depthclear");
8404 r_refdef.view.showdebug = false;
8406 r_waterstate.enabled = false;
8407 r_waterstate.numwaterplanes = 0;
8415 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8416 return; //Host_Error ("R_RenderView: NULL worldmodel");
8418 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8420 R_RenderView_UpdateViewVectors();
8422 R_Shadow_UpdateWorldLightSelection();
8424 R_Bloom_StartFrame();
8425 R_Water_StartFrame();
8428 if (r_timereport_active)
8429 R_TimeReport("viewsetup");
8431 R_ResetViewRendering3D();
8433 if (r_refdef.view.clear || r_refdef.fogenabled)
8435 R_ClearScreen(r_refdef.fogenabled);
8436 if (r_timereport_active)
8437 R_TimeReport("viewclear");
8439 r_refdef.view.clear = true;
8441 // this produces a bloom texture to be used in R_BlendView() later
8442 if (r_hdr.integer && r_bloomstate.bloomwidth)
8444 R_HDR_RenderBloomTexture();
8445 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8446 r_textureframe++; // used only by R_GetCurrentTexture
8449 r_refdef.view.showdebug = true;
8452 if (r_timereport_active)
8453 R_TimeReport("visibility");
8455 r_waterstate.numwaterplanes = 0;
8456 if (r_waterstate.enabled)
8457 R_RenderWaterPlanes();
8460 r_waterstate.numwaterplanes = 0;
8463 if (r_timereport_active)
8464 R_TimeReport("blendview");
8466 GL_Scissor(0, 0, vid.width, vid.height);
8467 GL_ScissorTest(false);
8471 void R_RenderWaterPlanes(void)
8473 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8475 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8476 if (r_timereport_active)
8477 R_TimeReport("waterworld");
8480 // don't let sound skip if going slow
8481 if (r_refdef.scene.extraupdate)
8484 R_DrawModelsAddWaterPlanes();
8485 if (r_timereport_active)
8486 R_TimeReport("watermodels");
8488 if (r_waterstate.numwaterplanes)
8490 R_Water_ProcessPlanes();
8491 if (r_timereport_active)
8492 R_TimeReport("waterscenes");
8496 extern void R_DrawLightningBeams (void);
8497 extern void VM_CL_AddPolygonsToMeshQueue (void);
8498 extern void R_DrawPortals (void);
8499 extern cvar_t cl_locs_show;
8500 static void R_DrawLocs(void);
8501 static void R_DrawEntityBBoxes(void);
8502 static void R_DrawModelDecals(void);
8503 extern void R_DrawModelShadows(void);
8504 extern void R_DrawModelShadowMaps(void);
8505 extern cvar_t cl_decals_newsystem;
8506 extern qboolean r_shadow_usingdeferredprepass;
8507 void R_RenderScene(void)
8509 qboolean shadowmapping = false;
8511 if (r_timereport_active)
8512 R_TimeReport("beginscene");
8514 r_refdef.stats.renders++;
8518 // don't let sound skip if going slow
8519 if (r_refdef.scene.extraupdate)
8522 R_MeshQueue_BeginScene();
8526 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);
8528 if (r_timereport_active)
8529 R_TimeReport("skystartframe");
8531 if (cl.csqc_vidvars.drawworld)
8533 // don't let sound skip if going slow
8534 if (r_refdef.scene.extraupdate)
8537 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8539 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8540 if (r_timereport_active)
8541 R_TimeReport("worldsky");
8544 if (R_DrawBrushModelsSky() && r_timereport_active)
8545 R_TimeReport("bmodelsky");
8547 if (skyrendermasked && skyrenderlater)
8549 // we have to force off the water clipping plane while rendering sky
8553 if (r_timereport_active)
8554 R_TimeReport("sky");
8558 R_AnimCache_CacheVisibleEntities();
8559 if (r_timereport_active)
8560 R_TimeReport("animation");
8562 R_Shadow_PrepareLights();
8563 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8564 R_Shadow_PrepareModelShadows();
8565 if (r_timereport_active)
8566 R_TimeReport("preparelights");
8568 if (R_Shadow_ShadowMappingEnabled())
8569 shadowmapping = true;
8571 if (r_shadow_usingdeferredprepass)
8572 R_Shadow_DrawPrepass();
8574 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8576 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8577 if (r_timereport_active)
8578 R_TimeReport("worlddepth");
8580 if (r_depthfirst.integer >= 2)
8582 R_DrawModelsDepth();
8583 if (r_timereport_active)
8584 R_TimeReport("modeldepth");
8587 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8589 R_DrawModelShadowMaps();
8590 R_ResetViewRendering3D();
8591 // don't let sound skip if going slow
8592 if (r_refdef.scene.extraupdate)
8596 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8598 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8599 if (r_timereport_active)
8600 R_TimeReport("world");
8603 // don't let sound skip if going slow
8604 if (r_refdef.scene.extraupdate)
8608 if (r_timereport_active)
8609 R_TimeReport("models");
8611 // don't let sound skip if going slow
8612 if (r_refdef.scene.extraupdate)
8615 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8617 R_DrawModelShadows();
8618 R_ResetViewRendering3D();
8619 // don't let sound skip if going slow
8620 if (r_refdef.scene.extraupdate)
8624 if (!r_shadow_usingdeferredprepass)
8626 R_Shadow_DrawLights();
8627 if (r_timereport_active)
8628 R_TimeReport("rtlights");
8631 // don't let sound skip if going slow
8632 if (r_refdef.scene.extraupdate)
8635 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8637 R_DrawModelShadows();
8638 R_ResetViewRendering3D();
8639 // don't let sound skip if going slow
8640 if (r_refdef.scene.extraupdate)
8644 if (cl.csqc_vidvars.drawworld)
8646 if (cl_decals_newsystem.integer)
8648 R_DrawModelDecals();
8649 if (r_timereport_active)
8650 R_TimeReport("modeldecals");
8655 if (r_timereport_active)
8656 R_TimeReport("decals");
8660 if (r_timereport_active)
8661 R_TimeReport("particles");
8664 if (r_timereport_active)
8665 R_TimeReport("explosions");
8667 R_DrawLightningBeams();
8668 if (r_timereport_active)
8669 R_TimeReport("lightning");
8672 VM_CL_AddPolygonsToMeshQueue();
8674 if (r_refdef.view.showdebug)
8676 if (cl_locs_show.integer)
8679 if (r_timereport_active)
8680 R_TimeReport("showlocs");
8683 if (r_drawportals.integer)
8686 if (r_timereport_active)
8687 R_TimeReport("portals");
8690 if (r_showbboxes.value > 0)
8692 R_DrawEntityBBoxes();
8693 if (r_timereport_active)
8694 R_TimeReport("bboxes");
8698 R_MeshQueue_RenderTransparent();
8699 if (r_timereport_active)
8700 R_TimeReport("drawtrans");
8702 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))
8704 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8705 if (r_timereport_active)
8706 R_TimeReport("worlddebug");
8707 R_DrawModelsDebug();
8708 if (r_timereport_active)
8709 R_TimeReport("modeldebug");
8712 if (cl.csqc_vidvars.drawworld)
8714 R_Shadow_DrawCoronas();
8715 if (r_timereport_active)
8716 R_TimeReport("coronas");
8719 // don't let sound skip if going slow
8720 if (r_refdef.scene.extraupdate)
8723 R_ResetViewRendering2D();
8726 static const unsigned short bboxelements[36] =
8736 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8739 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8741 RSurf_ActiveWorldEntity();
8743 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8744 GL_DepthMask(false);
8745 GL_DepthRange(0, 1);
8746 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8747 R_Mesh_ResetTextureState();
8749 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8750 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8751 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8752 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8753 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8754 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8755 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8756 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8757 R_FillColors(color4f, 8, cr, cg, cb, ca);
8758 if (r_refdef.fogenabled)
8760 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8762 f1 = RSurf_FogVertex(v);
8764 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8765 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8766 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8769 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8770 R_Mesh_ResetTextureState();
8771 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8772 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8775 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8779 prvm_edict_t *edict;
8780 prvm_prog_t *prog_save = prog;
8782 // this function draws bounding boxes of server entities
8786 GL_CullFace(GL_NONE);
8787 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8791 for (i = 0;i < numsurfaces;i++)
8793 edict = PRVM_EDICT_NUM(surfacelist[i]);
8794 switch ((int)edict->fields.server->solid)
8796 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8797 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8798 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8799 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8800 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8801 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8803 color[3] *= r_showbboxes.value;
8804 color[3] = bound(0, color[3], 1);
8805 GL_DepthTest(!r_showdisabledepthtest.integer);
8806 GL_CullFace(r_refdef.view.cullface_front);
8807 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8813 static void R_DrawEntityBBoxes(void)
8816 prvm_edict_t *edict;
8818 prvm_prog_t *prog_save = prog;
8820 // this function draws bounding boxes of server entities
8826 for (i = 0;i < prog->num_edicts;i++)
8828 edict = PRVM_EDICT_NUM(i);
8829 if (edict->priv.server->free)
8831 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8832 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8834 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8836 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8837 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8843 static const int nomodelelement3i[24] =
8855 static const unsigned short nomodelelement3s[24] =
8867 static const float nomodelvertex3f[6*3] =
8877 static const float nomodelcolor4f[6*4] =
8879 0.0f, 0.0f, 0.5f, 1.0f,
8880 0.0f, 0.0f, 0.5f, 1.0f,
8881 0.0f, 0.5f, 0.0f, 1.0f,
8882 0.0f, 0.5f, 0.0f, 1.0f,
8883 0.5f, 0.0f, 0.0f, 1.0f,
8884 0.5f, 0.0f, 0.0f, 1.0f
8887 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8893 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);
8895 // this is only called once per entity so numsurfaces is always 1, and
8896 // surfacelist is always {0}, so this code does not handle batches
8898 if (rsurface.ent_flags & RENDER_ADDITIVE)
8900 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8901 GL_DepthMask(false);
8903 else if (rsurface.colormod[3] < 1)
8905 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8906 GL_DepthMask(false);
8910 GL_BlendFunc(GL_ONE, GL_ZERO);
8913 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8914 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8915 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8916 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8917 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8918 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8919 for (i = 0, c = color4f;i < 6;i++, c += 4)
8921 c[0] *= rsurface.colormod[0];
8922 c[1] *= rsurface.colormod[1];
8923 c[2] *= rsurface.colormod[2];
8924 c[3] *= rsurface.colormod[3];
8926 if (r_refdef.fogenabled)
8928 for (i = 0, c = color4f;i < 6;i++, c += 4)
8930 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8932 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8933 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8934 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8937 R_Mesh_ResetTextureState();
8938 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8939 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8942 void R_DrawNoModel(entity_render_t *ent)
8945 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8946 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8947 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8949 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8952 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8954 vec3_t right1, right2, diff, normal;
8956 VectorSubtract (org2, org1, normal);
8958 // calculate 'right' vector for start
8959 VectorSubtract (r_refdef.view.origin, org1, diff);
8960 CrossProduct (normal, diff, right1);
8961 VectorNormalize (right1);
8963 // calculate 'right' vector for end
8964 VectorSubtract (r_refdef.view.origin, org2, diff);
8965 CrossProduct (normal, diff, right2);
8966 VectorNormalize (right2);
8968 vert[ 0] = org1[0] + width * right1[0];
8969 vert[ 1] = org1[1] + width * right1[1];
8970 vert[ 2] = org1[2] + width * right1[2];
8971 vert[ 3] = org1[0] - width * right1[0];
8972 vert[ 4] = org1[1] - width * right1[1];
8973 vert[ 5] = org1[2] - width * right1[2];
8974 vert[ 6] = org2[0] - width * right2[0];
8975 vert[ 7] = org2[1] - width * right2[1];
8976 vert[ 8] = org2[2] - width * right2[2];
8977 vert[ 9] = org2[0] + width * right2[0];
8978 vert[10] = org2[1] + width * right2[1];
8979 vert[11] = org2[2] + width * right2[2];
8982 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)
8984 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8985 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8986 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8987 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8988 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8989 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8990 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8991 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8992 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8993 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8994 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8995 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8998 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9003 VectorSet(v, x, y, z);
9004 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9005 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9007 if (i == mesh->numvertices)
9009 if (mesh->numvertices < mesh->maxvertices)
9011 VectorCopy(v, vertex3f);
9012 mesh->numvertices++;
9014 return mesh->numvertices;
9020 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9024 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9025 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9026 e = mesh->element3i + mesh->numtriangles * 3;
9027 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9029 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9030 if (mesh->numtriangles < mesh->maxtriangles)
9035 mesh->numtriangles++;
9037 element[1] = element[2];
9041 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9045 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9046 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9047 e = mesh->element3i + mesh->numtriangles * 3;
9048 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9050 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9051 if (mesh->numtriangles < mesh->maxtriangles)
9056 mesh->numtriangles++;
9058 element[1] = element[2];
9062 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9063 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9065 int planenum, planenum2;
9068 mplane_t *plane, *plane2;
9070 double temppoints[2][256*3];
9071 // figure out how large a bounding box we need to properly compute this brush
9073 for (w = 0;w < numplanes;w++)
9074 maxdist = max(maxdist, fabs(planes[w].dist));
9075 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9076 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9077 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9081 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9082 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9084 if (planenum2 == planenum)
9086 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);
9089 if (tempnumpoints < 3)
9091 // generate elements forming a triangle fan for this polygon
9092 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9096 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)
9098 texturelayer_t *layer;
9099 layer = t->currentlayers + t->currentnumlayers++;
9101 layer->depthmask = depthmask;
9102 layer->blendfunc1 = blendfunc1;
9103 layer->blendfunc2 = blendfunc2;
9104 layer->texture = texture;
9105 layer->texmatrix = *matrix;
9106 layer->color[0] = r;
9107 layer->color[1] = g;
9108 layer->color[2] = b;
9109 layer->color[3] = a;
9112 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9115 index = parms[2] + r_refdef.scene.time * parms[3];
9116 index -= floor(index);
9120 case Q3WAVEFUNC_NONE:
9121 case Q3WAVEFUNC_NOISE:
9122 case Q3WAVEFUNC_COUNT:
9125 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9126 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9127 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9128 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9129 case Q3WAVEFUNC_TRIANGLE:
9131 f = index - floor(index);
9142 return (float)(parms[0] + parms[1] * f);
9145 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9150 matrix4x4_t matrix, temp;
9151 switch(tcmod->tcmod)
9155 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9156 matrix = r_waterscrollmatrix;
9158 matrix = identitymatrix;
9160 case Q3TCMOD_ENTITYTRANSLATE:
9161 // this is used in Q3 to allow the gamecode to control texcoord
9162 // scrolling on the entity, which is not supported in darkplaces yet.
9163 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9165 case Q3TCMOD_ROTATE:
9166 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9167 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9168 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9171 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9173 case Q3TCMOD_SCROLL:
9174 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9176 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9177 w = (int) tcmod->parms[0];
9178 h = (int) tcmod->parms[1];
9179 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9181 idx = (int) floor(f * w * h);
9182 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9184 case Q3TCMOD_STRETCH:
9185 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9186 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9188 case Q3TCMOD_TRANSFORM:
9189 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9190 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9191 VectorSet(tcmat + 6, 0 , 0 , 1);
9192 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9193 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9195 case Q3TCMOD_TURBULENT:
9196 // this is handled in the RSurf_PrepareVertices function
9197 matrix = identitymatrix;
9201 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9204 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9206 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9207 char name[MAX_QPATH];
9208 skinframe_t *skinframe;
9209 unsigned char pixels[296*194];
9210 strlcpy(cache->name, skinname, sizeof(cache->name));
9211 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9212 if (developer_loading.integer)
9213 Con_Printf("loading %s\n", name);
9214 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9215 if (!skinframe || !skinframe->base)
9218 fs_offset_t filesize;
9220 f = FS_LoadFile(name, tempmempool, true, &filesize);
9223 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9224 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9228 cache->skinframe = skinframe;
9231 texture_t *R_GetCurrentTexture(texture_t *t)
9234 const entity_render_t *ent = rsurface.entity;
9235 dp_model_t *model = ent->model;
9236 q3shaderinfo_layer_tcmod_t *tcmod;
9238 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9239 return t->currentframe;
9240 t->update_lastrenderframe = r_textureframe;
9241 t->update_lastrenderentity = (void *)ent;
9243 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9244 t->camera_entity = ent->entitynumber;
9246 t->camera_entity = 0;
9248 // switch to an alternate material if this is a q1bsp animated material
9250 texture_t *texture = t;
9251 int s = rsurface.ent_skinnum;
9252 if ((unsigned int)s >= (unsigned int)model->numskins)
9254 if (model->skinscenes)
9256 if (model->skinscenes[s].framecount > 1)
9257 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9259 s = model->skinscenes[s].firstframe;
9262 t = t + s * model->num_surfaces;
9265 // use an alternate animation if the entity's frame is not 0,
9266 // and only if the texture has an alternate animation
9267 if (rsurface.ent_alttextures && t->anim_total[1])
9268 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9270 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9272 texture->currentframe = t;
9275 // update currentskinframe to be a qw skin or animation frame
9276 if (rsurface.ent_qwskin >= 0)
9278 i = rsurface.ent_qwskin;
9279 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9281 r_qwskincache_size = cl.maxclients;
9283 Mem_Free(r_qwskincache);
9284 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9286 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9287 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9288 t->currentskinframe = r_qwskincache[i].skinframe;
9289 if (t->currentskinframe == NULL)
9290 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9292 else if (t->numskinframes >= 2)
9293 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9294 if (t->backgroundnumskinframes >= 2)
9295 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9297 t->currentmaterialflags = t->basematerialflags;
9298 t->currentalpha = rsurface.colormod[3];
9299 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9300 t->currentalpha *= r_wateralpha.value;
9301 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9302 t->currentalpha *= t->r_water_wateralpha;
9303 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9304 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9305 if (!(rsurface.ent_flags & RENDER_LIGHT))
9306 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9307 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9309 // pick a model lighting mode
9310 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9311 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9313 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9315 if (rsurface.ent_flags & RENDER_ADDITIVE)
9316 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9317 else if (t->currentalpha < 1)
9318 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9319 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9320 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9321 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9322 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9323 if (t->backgroundnumskinframes)
9324 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9325 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9327 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9328 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9331 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9332 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9333 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9335 // there is no tcmod
9336 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9338 t->currenttexmatrix = r_waterscrollmatrix;
9339 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9341 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9343 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9344 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9347 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9348 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9349 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9350 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9352 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9353 if (t->currentskinframe->qpixels)
9354 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9355 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9356 if (!t->basetexture)
9357 t->basetexture = r_texture_notexture;
9358 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9359 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9360 t->nmaptexture = t->currentskinframe->nmap;
9361 if (!t->nmaptexture)
9362 t->nmaptexture = r_texture_blanknormalmap;
9363 t->glosstexture = r_texture_black;
9364 t->glowtexture = t->currentskinframe->glow;
9365 t->fogtexture = t->currentskinframe->fog;
9366 t->reflectmasktexture = t->currentskinframe->reflect;
9367 if (t->backgroundnumskinframes)
9369 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9370 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9371 t->backgroundglosstexture = r_texture_black;
9372 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9373 if (!t->backgroundnmaptexture)
9374 t->backgroundnmaptexture = r_texture_blanknormalmap;
9378 t->backgroundbasetexture = r_texture_white;
9379 t->backgroundnmaptexture = r_texture_blanknormalmap;
9380 t->backgroundglosstexture = r_texture_black;
9381 t->backgroundglowtexture = NULL;
9383 t->specularpower = r_shadow_glossexponent.value;
9384 // TODO: store reference values for these in the texture?
9385 t->specularscale = 0;
9386 if (r_shadow_gloss.integer > 0)
9388 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9390 if (r_shadow_glossintensity.value > 0)
9392 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9393 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9394 t->specularscale = r_shadow_glossintensity.value;
9397 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9399 t->glosstexture = r_texture_white;
9400 t->backgroundglosstexture = r_texture_white;
9401 t->specularscale = r_shadow_gloss2intensity.value;
9402 t->specularpower = r_shadow_gloss2exponent.value;
9405 t->specularscale *= t->specularscalemod;
9406 t->specularpower *= t->specularpowermod;
9408 // lightmaps mode looks bad with dlights using actual texturing, so turn
9409 // off the colormap and glossmap, but leave the normalmap on as it still
9410 // accurately represents the shading involved
9411 if (gl_lightmaps.integer)
9413 t->basetexture = r_texture_grey128;
9414 t->pantstexture = r_texture_black;
9415 t->shirttexture = r_texture_black;
9416 t->nmaptexture = r_texture_blanknormalmap;
9417 t->glosstexture = r_texture_black;
9418 t->glowtexture = NULL;
9419 t->fogtexture = NULL;
9420 t->reflectmasktexture = NULL;
9421 t->backgroundbasetexture = NULL;
9422 t->backgroundnmaptexture = r_texture_blanknormalmap;
9423 t->backgroundglosstexture = r_texture_black;
9424 t->backgroundglowtexture = NULL;
9425 t->specularscale = 0;
9426 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9429 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9430 VectorClear(t->dlightcolor);
9431 t->currentnumlayers = 0;
9432 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9434 int blendfunc1, blendfunc2;
9436 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9438 blendfunc1 = GL_SRC_ALPHA;
9439 blendfunc2 = GL_ONE;
9441 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9443 blendfunc1 = GL_SRC_ALPHA;
9444 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9446 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9448 blendfunc1 = t->customblendfunc[0];
9449 blendfunc2 = t->customblendfunc[1];
9453 blendfunc1 = GL_ONE;
9454 blendfunc2 = GL_ZERO;
9456 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9457 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9459 // fullbright is not affected by r_refdef.lightmapintensity
9460 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]);
9461 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9462 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]);
9463 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9464 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]);
9468 vec3_t ambientcolor;
9470 // set the color tint used for lights affecting this surface
9471 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9473 // q3bsp has no lightmap updates, so the lightstylevalue that
9474 // would normally be baked into the lightmap must be
9475 // applied to the color
9476 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9477 if (model->type == mod_brushq3)
9478 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9479 colorscale *= r_refdef.lightmapintensity;
9480 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9481 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9482 // basic lit geometry
9483 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]);
9484 // add pants/shirt if needed
9485 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9486 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]);
9487 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9488 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]);
9489 // now add ambient passes if needed
9490 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9492 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]);
9493 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9494 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]);
9495 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9496 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]);
9499 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9500 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]);
9501 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9503 // if this is opaque use alpha blend which will darken the earlier
9506 // if this is an alpha blended material, all the earlier passes
9507 // were darkened by fog already, so we only need to add the fog
9508 // color ontop through the fog mask texture
9510 // if this is an additive blended material, all the earlier passes
9511 // were darkened by fog already, and we should not add fog color
9512 // (because the background was not darkened, there is no fog color
9513 // that was lost behind it).
9514 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]);
9518 return t->currentframe;
9521 rsurfacestate_t rsurface;
9523 void R_Mesh_ResizeArrays(int newvertices)
9525 unsigned char *base;
9527 if (rsurface.array_size >= newvertices)
9529 if (rsurface.array_base)
9530 Mem_Free(rsurface.array_base);
9531 rsurface.array_size = (newvertices + 1023) & ~1023;
9533 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9534 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9535 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9536 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9537 size += rsurface.array_size * sizeof(float[3]);
9538 size += rsurface.array_size * sizeof(float[3]);
9539 size += rsurface.array_size * sizeof(float[3]);
9540 size += rsurface.array_size * sizeof(float[3]);
9541 size += rsurface.array_size * sizeof(float[3]);
9542 size += rsurface.array_size * sizeof(float[3]);
9543 size += rsurface.array_size * sizeof(float[3]);
9544 size += rsurface.array_size * sizeof(float[3]);
9545 size += rsurface.array_size * sizeof(float[4]);
9546 size += rsurface.array_size * sizeof(float[2]);
9547 size += rsurface.array_size * sizeof(float[2]);
9548 size += rsurface.array_size * sizeof(float[4]);
9549 size += rsurface.array_size * sizeof(int[3]);
9550 size += rsurface.array_size * sizeof(unsigned short[3]);
9551 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9552 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9553 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9554 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9555 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9556 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9557 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9558 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9559 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9560 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9561 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9562 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9563 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9564 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9565 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9566 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9567 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9568 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9569 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9572 void RSurf_ActiveWorldEntity(void)
9574 dp_model_t *model = r_refdef.scene.worldmodel;
9575 //if (rsurface.entity == r_refdef.scene.worldentity)
9577 rsurface.entity = r_refdef.scene.worldentity;
9578 rsurface.skeleton = NULL;
9579 rsurface.ent_skinnum = 0;
9580 rsurface.ent_qwskin = -1;
9581 rsurface.ent_shadertime = 0;
9582 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9583 if (rsurface.array_size < model->surfmesh.num_vertices)
9584 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9585 rsurface.matrix = identitymatrix;
9586 rsurface.inversematrix = identitymatrix;
9587 rsurface.matrixscale = 1;
9588 rsurface.inversematrixscale = 1;
9589 R_EntityMatrix(&identitymatrix);
9590 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9591 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9592 rsurface.fograngerecip = r_refdef.fograngerecip;
9593 rsurface.fogheightfade = r_refdef.fogheightfade;
9594 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9595 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9596 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9597 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9598 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9599 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9600 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9601 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9602 rsurface.colormod[3] = 1;
9603 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);
9604 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9605 rsurface.frameblend[0].lerp = 1;
9606 rsurface.ent_alttextures = false;
9607 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9608 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9609 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9610 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9611 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9612 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9613 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9614 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9615 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9616 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9617 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9618 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9619 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9620 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9621 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9622 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9623 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9624 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9625 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9626 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9627 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9628 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9629 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9630 rsurface.modelelement3i = model->surfmesh.data_element3i;
9631 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9632 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9633 rsurface.modelelement3s = model->surfmesh.data_element3s;
9634 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9635 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9636 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9637 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9638 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9639 rsurface.modelsurfaces = model->data_surfaces;
9640 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9641 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9642 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9643 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9644 rsurface.modelgeneratedvertex = false;
9645 rsurface.batchgeneratedvertex = false;
9646 rsurface.batchfirstvertex = 0;
9647 rsurface.batchnumvertices = 0;
9648 rsurface.batchfirsttriangle = 0;
9649 rsurface.batchnumtriangles = 0;
9650 rsurface.batchvertex3f = NULL;
9651 rsurface.batchvertex3f_vertexbuffer = NULL;
9652 rsurface.batchvertex3f_bufferoffset = 0;
9653 rsurface.batchsvector3f = NULL;
9654 rsurface.batchsvector3f_vertexbuffer = NULL;
9655 rsurface.batchsvector3f_bufferoffset = 0;
9656 rsurface.batchtvector3f = NULL;
9657 rsurface.batchtvector3f_vertexbuffer = NULL;
9658 rsurface.batchtvector3f_bufferoffset = 0;
9659 rsurface.batchnormal3f = NULL;
9660 rsurface.batchnormal3f_vertexbuffer = NULL;
9661 rsurface.batchnormal3f_bufferoffset = 0;
9662 rsurface.batchlightmapcolor4f = NULL;
9663 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9664 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9665 rsurface.batchtexcoordtexture2f = NULL;
9666 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9667 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9668 rsurface.batchtexcoordlightmap2f = NULL;
9669 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9670 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9671 rsurface.batchvertexmesh = NULL;
9672 rsurface.batchvertexmeshbuffer = NULL;
9673 rsurface.batchvertexposition = NULL;
9674 rsurface.batchvertexpositionbuffer = NULL;
9675 rsurface.batchelement3i = NULL;
9676 rsurface.batchelement3i_indexbuffer = NULL;
9677 rsurface.batchelement3i_bufferoffset = 0;
9678 rsurface.batchelement3s = NULL;
9679 rsurface.batchelement3s_indexbuffer = NULL;
9680 rsurface.batchelement3s_bufferoffset = 0;
9681 rsurface.passcolor4f = NULL;
9682 rsurface.passcolor4f_vertexbuffer = NULL;
9683 rsurface.passcolor4f_bufferoffset = 0;
9686 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9688 dp_model_t *model = ent->model;
9689 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9691 rsurface.entity = (entity_render_t *)ent;
9692 rsurface.skeleton = ent->skeleton;
9693 rsurface.ent_skinnum = ent->skinnum;
9694 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;
9695 rsurface.ent_shadertime = ent->shadertime;
9696 rsurface.ent_flags = ent->flags;
9697 if (rsurface.array_size < model->surfmesh.num_vertices)
9698 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9699 rsurface.matrix = ent->matrix;
9700 rsurface.inversematrix = ent->inversematrix;
9701 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9702 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9703 R_EntityMatrix(&rsurface.matrix);
9704 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9705 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9706 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9707 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9708 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9709 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9710 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9711 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9712 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9713 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9714 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9715 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9716 rsurface.colormod[3] = ent->alpha;
9717 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9718 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9719 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9720 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9721 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9722 if (ent->model->brush.submodel && !prepass)
9724 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9725 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9727 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9729 if (ent->animcache_vertex3f && !r_framedata_failed)
9731 rsurface.modelvertex3f = ent->animcache_vertex3f;
9732 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9733 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9734 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9735 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9736 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9737 rsurface.modelvertexposition = ent->animcache_vertexposition;
9738 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9740 else if (wanttangents)
9742 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9743 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9744 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9745 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9746 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9747 rsurface.modelvertexmesh = NULL;
9748 rsurface.modelvertexmeshbuffer = NULL;
9749 rsurface.modelvertexposition = NULL;
9750 rsurface.modelvertexpositionbuffer = NULL;
9752 else if (wantnormals)
9754 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755 rsurface.modelsvector3f = NULL;
9756 rsurface.modeltvector3f = NULL;
9757 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9759 rsurface.modelvertexmesh = NULL;
9760 rsurface.modelvertexmeshbuffer = NULL;
9761 rsurface.modelvertexposition = NULL;
9762 rsurface.modelvertexpositionbuffer = NULL;
9766 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9767 rsurface.modelsvector3f = NULL;
9768 rsurface.modeltvector3f = NULL;
9769 rsurface.modelnormal3f = NULL;
9770 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9771 rsurface.modelvertexmesh = NULL;
9772 rsurface.modelvertexmeshbuffer = NULL;
9773 rsurface.modelvertexposition = NULL;
9774 rsurface.modelvertexpositionbuffer = NULL;
9776 rsurface.modelvertex3f_vertexbuffer = 0;
9777 rsurface.modelvertex3f_bufferoffset = 0;
9778 rsurface.modelsvector3f_vertexbuffer = 0;
9779 rsurface.modelsvector3f_bufferoffset = 0;
9780 rsurface.modeltvector3f_vertexbuffer = 0;
9781 rsurface.modeltvector3f_bufferoffset = 0;
9782 rsurface.modelnormal3f_vertexbuffer = 0;
9783 rsurface.modelnormal3f_bufferoffset = 0;
9784 rsurface.modelgeneratedvertex = true;
9788 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9789 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9790 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9791 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9792 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9793 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9794 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9795 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9796 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9797 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9798 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9799 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9800 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9801 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9802 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9803 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9804 rsurface.modelgeneratedvertex = false;
9806 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9807 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9808 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9809 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9810 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9811 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9812 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9813 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9814 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9815 rsurface.modelelement3i = model->surfmesh.data_element3i;
9816 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9817 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9818 rsurface.modelelement3s = model->surfmesh.data_element3s;
9819 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9820 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9821 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9822 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9823 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9824 rsurface.modelsurfaces = model->data_surfaces;
9825 rsurface.batchgeneratedvertex = false;
9826 rsurface.batchfirstvertex = 0;
9827 rsurface.batchnumvertices = 0;
9828 rsurface.batchfirsttriangle = 0;
9829 rsurface.batchnumtriangles = 0;
9830 rsurface.batchvertex3f = NULL;
9831 rsurface.batchvertex3f_vertexbuffer = NULL;
9832 rsurface.batchvertex3f_bufferoffset = 0;
9833 rsurface.batchsvector3f = NULL;
9834 rsurface.batchsvector3f_vertexbuffer = NULL;
9835 rsurface.batchsvector3f_bufferoffset = 0;
9836 rsurface.batchtvector3f = NULL;
9837 rsurface.batchtvector3f_vertexbuffer = NULL;
9838 rsurface.batchtvector3f_bufferoffset = 0;
9839 rsurface.batchnormal3f = NULL;
9840 rsurface.batchnormal3f_vertexbuffer = NULL;
9841 rsurface.batchnormal3f_bufferoffset = 0;
9842 rsurface.batchlightmapcolor4f = NULL;
9843 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9844 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9845 rsurface.batchtexcoordtexture2f = NULL;
9846 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9847 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9848 rsurface.batchtexcoordlightmap2f = NULL;
9849 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9850 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9851 rsurface.batchvertexmesh = NULL;
9852 rsurface.batchvertexmeshbuffer = NULL;
9853 rsurface.batchvertexposition = NULL;
9854 rsurface.batchvertexpositionbuffer = NULL;
9855 rsurface.batchelement3i = NULL;
9856 rsurface.batchelement3i_indexbuffer = NULL;
9857 rsurface.batchelement3i_bufferoffset = 0;
9858 rsurface.batchelement3s = NULL;
9859 rsurface.batchelement3s_indexbuffer = NULL;
9860 rsurface.batchelement3s_bufferoffset = 0;
9861 rsurface.passcolor4f = NULL;
9862 rsurface.passcolor4f_vertexbuffer = NULL;
9863 rsurface.passcolor4f_bufferoffset = 0;
9866 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)
9870 rsurface.entity = r_refdef.scene.worldentity;
9871 rsurface.skeleton = NULL;
9872 rsurface.ent_skinnum = 0;
9873 rsurface.ent_qwskin = -1;
9874 rsurface.ent_shadertime = shadertime;
9875 rsurface.ent_flags = entflags;
9876 rsurface.modelnumvertices = numvertices;
9877 rsurface.modelnumtriangles = numtriangles;
9878 if (rsurface.array_size < rsurface.modelnumvertices)
9879 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9880 rsurface.matrix = *matrix;
9881 rsurface.inversematrix = *inversematrix;
9882 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9883 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9884 R_EntityMatrix(&rsurface.matrix);
9885 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9886 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9887 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9888 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9889 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9890 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9891 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9892 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9893 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9894 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9895 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9896 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9897 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);
9898 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9899 rsurface.frameblend[0].lerp = 1;
9900 rsurface.ent_alttextures = false;
9901 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9902 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9905 rsurface.modelvertex3f = vertex3f;
9906 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9907 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9908 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9910 else if (wantnormals)
9912 rsurface.modelvertex3f = vertex3f;
9913 rsurface.modelsvector3f = NULL;
9914 rsurface.modeltvector3f = NULL;
9915 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9919 rsurface.modelvertex3f = vertex3f;
9920 rsurface.modelsvector3f = NULL;
9921 rsurface.modeltvector3f = NULL;
9922 rsurface.modelnormal3f = NULL;
9924 rsurface.modelvertexmesh = NULL;
9925 rsurface.modelvertexmeshbuffer = NULL;
9926 rsurface.modelvertexposition = NULL;
9927 rsurface.modelvertexpositionbuffer = NULL;
9928 rsurface.modelvertex3f_vertexbuffer = 0;
9929 rsurface.modelvertex3f_bufferoffset = 0;
9930 rsurface.modelsvector3f_vertexbuffer = 0;
9931 rsurface.modelsvector3f_bufferoffset = 0;
9932 rsurface.modeltvector3f_vertexbuffer = 0;
9933 rsurface.modeltvector3f_bufferoffset = 0;
9934 rsurface.modelnormal3f_vertexbuffer = 0;
9935 rsurface.modelnormal3f_bufferoffset = 0;
9936 rsurface.modelgeneratedvertex = true;
9937 rsurface.modellightmapcolor4f = color4f;
9938 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9939 rsurface.modellightmapcolor4f_bufferoffset = 0;
9940 rsurface.modeltexcoordtexture2f = texcoord2f;
9941 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9942 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9943 rsurface.modeltexcoordlightmap2f = NULL;
9944 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9945 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9946 rsurface.modelelement3i = element3i;
9947 rsurface.modelelement3i_indexbuffer = NULL;
9948 rsurface.modelelement3i_bufferoffset = 0;
9949 rsurface.modelelement3s = element3s;
9950 rsurface.modelelement3s_indexbuffer = NULL;
9951 rsurface.modelelement3s_bufferoffset = 0;
9952 rsurface.modellightmapoffsets = NULL;
9953 rsurface.modelsurfaces = NULL;
9954 rsurface.batchgeneratedvertex = false;
9955 rsurface.batchfirstvertex = 0;
9956 rsurface.batchnumvertices = 0;
9957 rsurface.batchfirsttriangle = 0;
9958 rsurface.batchnumtriangles = 0;
9959 rsurface.batchvertex3f = NULL;
9960 rsurface.batchvertex3f_vertexbuffer = NULL;
9961 rsurface.batchvertex3f_bufferoffset = 0;
9962 rsurface.batchsvector3f = NULL;
9963 rsurface.batchsvector3f_vertexbuffer = NULL;
9964 rsurface.batchsvector3f_bufferoffset = 0;
9965 rsurface.batchtvector3f = NULL;
9966 rsurface.batchtvector3f_vertexbuffer = NULL;
9967 rsurface.batchtvector3f_bufferoffset = 0;
9968 rsurface.batchnormal3f = NULL;
9969 rsurface.batchnormal3f_vertexbuffer = NULL;
9970 rsurface.batchnormal3f_bufferoffset = 0;
9971 rsurface.batchlightmapcolor4f = NULL;
9972 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9973 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9974 rsurface.batchtexcoordtexture2f = NULL;
9975 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9976 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9977 rsurface.batchtexcoordlightmap2f = NULL;
9978 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9979 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9980 rsurface.batchvertexmesh = NULL;
9981 rsurface.batchvertexmeshbuffer = NULL;
9982 rsurface.batchvertexposition = NULL;
9983 rsurface.batchvertexpositionbuffer = NULL;
9984 rsurface.batchelement3i = NULL;
9985 rsurface.batchelement3i_indexbuffer = NULL;
9986 rsurface.batchelement3i_bufferoffset = 0;
9987 rsurface.batchelement3s = NULL;
9988 rsurface.batchelement3s_indexbuffer = NULL;
9989 rsurface.batchelement3s_bufferoffset = 0;
9990 rsurface.passcolor4f = NULL;
9991 rsurface.passcolor4f_vertexbuffer = NULL;
9992 rsurface.passcolor4f_bufferoffset = 0;
9994 if (rsurface.modelnumvertices && rsurface.modelelement3i)
9996 if ((wantnormals || wanttangents) && !normal3f)
9998 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9999 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10001 if (wanttangents && !svector3f)
10003 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);
10004 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10005 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10009 // now convert arrays into vertexmesh structs
10010 for (i = 0;i < numvertices;i++)
10012 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10013 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10014 if (rsurface.modelsvector3f)
10015 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10016 if (rsurface.modeltvector3f)
10017 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10018 if (rsurface.modelnormal3f)
10019 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10020 if (rsurface.modellightmapcolor4f)
10021 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10022 if (rsurface.modeltexcoordtexture2f)
10023 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10024 if (rsurface.modeltexcoordlightmap2f)
10025 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10029 float RSurf_FogPoint(const float *v)
10031 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10032 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10033 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10034 float FogHeightFade = r_refdef.fogheightfade;
10036 unsigned int fogmasktableindex;
10037 if (r_refdef.fogplaneviewabove)
10038 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10040 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10041 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10042 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10045 float RSurf_FogVertex(const float *v)
10047 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10048 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10049 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10050 float FogHeightFade = rsurface.fogheightfade;
10052 unsigned int fogmasktableindex;
10053 if (r_refdef.fogplaneviewabove)
10054 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10056 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10057 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10058 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10061 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10064 for (i = 0;i < numelements;i++)
10065 outelement3i[i] = inelement3i[i] + adjust;
10068 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10069 extern cvar_t gl_vbo;
10070 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10078 int surfacefirsttriangle;
10079 int surfacenumtriangles;
10080 int surfacefirstvertex;
10081 int surfaceendvertex;
10082 int surfacenumvertices;
10083 int surfaceadjustvertex;
10087 qboolean dynamicvertex;
10091 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10092 float waveparms[4];
10093 q3shaderinfo_deform_t *deform;
10094 const msurface_t *surface, *firstsurface;
10095 r_vertexposition_t *vertexposition;
10096 r_vertexmesh_t *vertexmesh;
10097 if (!texturenumsurfaces)
10099 // find vertex range of this surface batch
10101 firstsurface = texturesurfacelist[0];
10102 firsttriangle = firstsurface->num_firsttriangle;
10104 firstvertex = endvertex = firstsurface->num_firstvertex;
10105 for (i = 0;i < texturenumsurfaces;i++)
10107 surface = texturesurfacelist[i];
10108 if (surface != firstsurface + i)
10110 surfacefirstvertex = surface->num_firstvertex;
10111 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10112 surfacenumtriangles = surface->num_triangles;
10113 if (firstvertex > surfacefirstvertex)
10114 firstvertex = surfacefirstvertex;
10115 if (endvertex < surfaceendvertex)
10116 endvertex = surfaceendvertex;
10117 numtriangles += surfacenumtriangles;
10122 // we now know the vertex range used, and if there are any gaps in it
10123 rsurface.batchfirstvertex = firstvertex;
10124 rsurface.batchnumvertices = endvertex - firstvertex;
10125 rsurface.batchfirsttriangle = firsttriangle;
10126 rsurface.batchnumtriangles = numtriangles;
10128 // this variable holds flags for which properties have been updated that
10129 // may require regenerating vertexmesh or vertexposition arrays...
10132 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10133 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10134 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10136 switch (deform->deform)
10139 case Q3DEFORM_PROJECTIONSHADOW:
10140 case Q3DEFORM_TEXT0:
10141 case Q3DEFORM_TEXT1:
10142 case Q3DEFORM_TEXT2:
10143 case Q3DEFORM_TEXT3:
10144 case Q3DEFORM_TEXT4:
10145 case Q3DEFORM_TEXT5:
10146 case Q3DEFORM_TEXT6:
10147 case Q3DEFORM_TEXT7:
10148 case Q3DEFORM_NONE:
10150 case Q3DEFORM_AUTOSPRITE:
10151 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10152 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10154 case Q3DEFORM_AUTOSPRITE2:
10155 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10156 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10158 case Q3DEFORM_NORMAL:
10159 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10160 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10162 case Q3DEFORM_WAVE:
10163 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10164 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10166 case Q3DEFORM_BULGE:
10167 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10168 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10170 case Q3DEFORM_MOVE:
10171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10172 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10176 switch(rsurface.texture->tcgen.tcgen)
10179 case Q3TCGEN_TEXTURE:
10181 case Q3TCGEN_LIGHTMAP:
10182 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10183 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10185 case Q3TCGEN_VECTOR:
10186 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10187 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10189 case Q3TCGEN_ENVIRONMENT:
10190 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10191 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10194 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10196 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10197 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10200 // check if any dynamic vertex processing must occur
10201 dynamicvertex = false;
10203 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10205 dynamicvertex = true;
10206 batchneed |= BATCHNEED_NOGAPS;
10207 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10210 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10212 dynamicvertex = true;
10213 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10214 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10217 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10219 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10220 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10221 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10222 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10223 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10224 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10225 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10228 // when the model data has no vertex buffer (dynamic mesh), we need to
10230 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10231 batchneed |= BATCHNEED_NOGAPS;
10233 // if needsupdate, we have to do a dynamic vertex batch for sure
10234 if (needsupdate & batchneed)
10235 dynamicvertex = true;
10237 // see if we need to build vertexmesh from arrays
10238 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10239 dynamicvertex = true;
10241 // see if we need to build vertexposition from arrays
10242 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10243 dynamicvertex = true;
10245 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10246 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10247 dynamicvertex = true;
10249 // if there is a chance of animated vertex colors, it's a dynamic batch
10250 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10251 dynamicvertex = true;
10253 rsurface.batchvertex3f = rsurface.modelvertex3f;
10254 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10255 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10256 rsurface.batchsvector3f = rsurface.modelsvector3f;
10257 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10258 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10259 rsurface.batchtvector3f = rsurface.modeltvector3f;
10260 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10261 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10262 rsurface.batchnormal3f = rsurface.modelnormal3f;
10263 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10264 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10265 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10266 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10267 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10268 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10269 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10270 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10271 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10272 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10273 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10274 rsurface.batchvertexposition = rsurface.modelvertexposition;
10275 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10276 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10277 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10278 rsurface.batchelement3i = rsurface.modelelement3i;
10279 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10280 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10281 rsurface.batchelement3s = rsurface.modelelement3s;
10282 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10283 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10285 // if any dynamic vertex processing has to occur in software, we copy the
10286 // entire surface list together before processing to rebase the vertices
10287 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10289 // if any gaps exist and we do not have a static vertex buffer, we have to
10290 // copy the surface list together to avoid wasting upload bandwidth on the
10291 // vertices in the gaps.
10293 // if gaps exist and we have a static vertex buffer, we still have to
10294 // combine the index buffer ranges into one dynamic index buffer.
10296 // in all cases we end up with data that can be drawn in one call.
10298 if (!dynamicvertex)
10300 // static vertex data, just set pointers...
10301 rsurface.batchgeneratedvertex = false;
10302 // if there are gaps, we want to build a combined index buffer,
10303 // otherwise use the original static buffer with an appropriate offset
10308 for (i = 0;i < texturenumsurfaces;i++)
10310 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10311 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10312 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10313 numtriangles += surfacenumtriangles;
10315 rsurface.batchelement3i = rsurface.array_batchelement3i;
10316 rsurface.batchelement3i_indexbuffer = NULL;
10317 rsurface.batchelement3i_bufferoffset = 0;
10318 rsurface.batchelement3s = NULL;
10319 rsurface.batchelement3s_indexbuffer = NULL;
10320 rsurface.batchelement3s_bufferoffset = 0;
10321 if (endvertex <= 65536)
10323 rsurface.batchelement3s = rsurface.array_batchelement3s;
10324 for (i = 0;i < numtriangles*3;i++)
10325 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10327 rsurface.batchfirsttriangle = firsttriangle;
10328 rsurface.batchnumtriangles = numtriangles;
10333 // something needs software processing, do it for real...
10334 // we only directly handle interleaved array data in this case...
10335 rsurface.batchgeneratedvertex = true;
10337 // now copy the vertex data into a combined array and make an index array
10338 // (this is what Quake3 does all the time)
10339 //if (gaps || rsurface.batchfirstvertex)
10341 rsurface.batchvertexposition = NULL;
10342 rsurface.batchvertexpositionbuffer = NULL;
10343 rsurface.batchvertexmesh = NULL;
10344 rsurface.batchvertexmeshbuffer = NULL;
10345 rsurface.batchvertex3f = NULL;
10346 rsurface.batchvertex3f_vertexbuffer = NULL;
10347 rsurface.batchvertex3f_bufferoffset = 0;
10348 rsurface.batchsvector3f = NULL;
10349 rsurface.batchsvector3f_vertexbuffer = NULL;
10350 rsurface.batchsvector3f_bufferoffset = 0;
10351 rsurface.batchtvector3f = NULL;
10352 rsurface.batchtvector3f_vertexbuffer = NULL;
10353 rsurface.batchtvector3f_bufferoffset = 0;
10354 rsurface.batchnormal3f = NULL;
10355 rsurface.batchnormal3f_vertexbuffer = NULL;
10356 rsurface.batchnormal3f_bufferoffset = 0;
10357 rsurface.batchlightmapcolor4f = NULL;
10358 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10359 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10360 rsurface.batchtexcoordtexture2f = NULL;
10361 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10362 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10363 rsurface.batchtexcoordlightmap2f = NULL;
10364 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10365 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10366 rsurface.batchelement3i = rsurface.array_batchelement3i;
10367 rsurface.batchelement3i_indexbuffer = NULL;
10368 rsurface.batchelement3i_bufferoffset = 0;
10369 rsurface.batchelement3s = NULL;
10370 rsurface.batchelement3s_indexbuffer = NULL;
10371 rsurface.batchelement3s_bufferoffset = 0;
10372 // we'll only be setting up certain arrays as needed
10373 if (batchneed & BATCHNEED_VERTEXPOSITION)
10374 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10375 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10376 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10377 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10378 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10379 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10380 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10381 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10383 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10384 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10386 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10387 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10388 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10389 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10390 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10391 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10394 for (i = 0;i < texturenumsurfaces;i++)
10396 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10397 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10398 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10399 surfaceadjustvertex = numvertices - surfacefirstvertex;
10400 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10401 // copy only the data requested
10402 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10403 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10404 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10405 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10406 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10408 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10409 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10410 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10411 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10412 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10414 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10415 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10417 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10418 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10419 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10420 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10421 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10422 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10424 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10425 numvertices += surfacenumvertices;
10426 numtriangles += surfacenumtriangles;
10429 // generate a 16bit index array as well if possible
10430 // (in general, dynamic batches fit)
10431 if (numvertices <= 65536)
10433 rsurface.batchelement3s = rsurface.array_batchelement3s;
10434 for (i = 0;i < numtriangles*3;i++)
10435 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10438 // since we've copied everything, the batch now starts at 0
10439 rsurface.batchfirstvertex = 0;
10440 rsurface.batchnumvertices = numvertices;
10441 rsurface.batchfirsttriangle = 0;
10442 rsurface.batchnumtriangles = numtriangles;
10445 // q1bsp surfaces rendered in vertex color mode have to have colors
10446 // calculated based on lightstyles
10447 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10449 // generate color arrays for the surfaces in this list
10453 const int *offsets;
10454 const unsigned char *lm;
10456 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10457 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10458 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10459 for (i = 0;i < texturenumsurfaces;i++)
10461 surface = texturesurfacelist[i];
10462 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10463 surfacenumvertices = surface->num_vertices;
10464 if (surface->lightmapinfo->samples)
10466 for (j = 0;j < surfacenumvertices;j++)
10468 lm = surface->lightmapinfo->samples + offsets[j];
10469 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10470 VectorScale(lm, scale, c);
10471 if (surface->lightmapinfo->styles[1] != 255)
10473 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10475 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10476 VectorMA(c, scale, lm, c);
10477 if (surface->lightmapinfo->styles[2] != 255)
10480 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10481 VectorMA(c, scale, lm, c);
10482 if (surface->lightmapinfo->styles[3] != 255)
10485 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10486 VectorMA(c, scale, lm, c);
10493 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);
10499 for (j = 0;j < surfacenumvertices;j++)
10501 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10508 // if vertices are deformed (sprite flares and things in maps, possibly
10509 // water waves, bulges and other deformations), modify the copied vertices
10511 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10513 switch (deform->deform)
10516 case Q3DEFORM_PROJECTIONSHADOW:
10517 case Q3DEFORM_TEXT0:
10518 case Q3DEFORM_TEXT1:
10519 case Q3DEFORM_TEXT2:
10520 case Q3DEFORM_TEXT3:
10521 case Q3DEFORM_TEXT4:
10522 case Q3DEFORM_TEXT5:
10523 case Q3DEFORM_TEXT6:
10524 case Q3DEFORM_TEXT7:
10525 case Q3DEFORM_NONE:
10527 case Q3DEFORM_AUTOSPRITE:
10528 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10529 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10530 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10531 VectorNormalize(newforward);
10532 VectorNormalize(newright);
10533 VectorNormalize(newup);
10534 // a single autosprite surface can contain multiple sprites...
10535 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10537 VectorClear(center);
10538 for (i = 0;i < 4;i++)
10539 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10540 VectorScale(center, 0.25f, center);
10541 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10542 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10543 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10544 for (i = 0;i < 4;i++)
10546 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10547 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10550 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10551 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);
10552 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10553 rsurface.batchvertex3f_vertexbuffer = NULL;
10554 rsurface.batchvertex3f_bufferoffset = 0;
10555 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10556 rsurface.batchsvector3f_vertexbuffer = NULL;
10557 rsurface.batchsvector3f_bufferoffset = 0;
10558 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10559 rsurface.batchtvector3f_vertexbuffer = NULL;
10560 rsurface.batchtvector3f_bufferoffset = 0;
10561 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10562 rsurface.batchnormal3f_vertexbuffer = NULL;
10563 rsurface.batchnormal3f_bufferoffset = 0;
10565 case Q3DEFORM_AUTOSPRITE2:
10566 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10567 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10568 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10569 VectorNormalize(newforward);
10570 VectorNormalize(newright);
10571 VectorNormalize(newup);
10573 const float *v1, *v2;
10583 memset(shortest, 0, sizeof(shortest));
10584 // a single autosprite surface can contain multiple sprites...
10585 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10587 VectorClear(center);
10588 for (i = 0;i < 4;i++)
10589 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10590 VectorScale(center, 0.25f, center);
10591 // find the two shortest edges, then use them to define the
10592 // axis vectors for rotating around the central axis
10593 for (i = 0;i < 6;i++)
10595 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10596 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10597 l = VectorDistance2(v1, v2);
10598 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10599 if (v1[2] != v2[2])
10600 l += (1.0f / 1024.0f);
10601 if (shortest[0].length2 > l || i == 0)
10603 shortest[1] = shortest[0];
10604 shortest[0].length2 = l;
10605 shortest[0].v1 = v1;
10606 shortest[0].v2 = v2;
10608 else if (shortest[1].length2 > l || i == 1)
10610 shortest[1].length2 = l;
10611 shortest[1].v1 = v1;
10612 shortest[1].v2 = v2;
10615 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10616 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10617 // this calculates the right vector from the shortest edge
10618 // and the up vector from the edge midpoints
10619 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10620 VectorNormalize(right);
10621 VectorSubtract(end, start, up);
10622 VectorNormalize(up);
10623 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10624 VectorSubtract(rsurface.localvieworigin, center, forward);
10625 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10626 VectorNegate(forward, forward);
10627 VectorReflect(forward, 0, up, forward);
10628 VectorNormalize(forward);
10629 CrossProduct(up, forward, newright);
10630 VectorNormalize(newright);
10631 // rotate the quad around the up axis vector, this is made
10632 // especially easy by the fact we know the quad is flat,
10633 // so we only have to subtract the center position and
10634 // measure distance along the right vector, and then
10635 // multiply that by the newright vector and add back the
10637 // we also need to subtract the old position to undo the
10638 // displacement from the center, which we do with a
10639 // DotProduct, the subtraction/addition of center is also
10640 // optimized into DotProducts here
10641 l = DotProduct(right, center);
10642 for (i = 0;i < 4;i++)
10644 v1 = rsurface.batchvertex3f + 3*(j+i);
10645 f = DotProduct(right, v1) - l;
10646 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10650 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
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.batchvertex3f = rsurface.array_batchvertex3f;
10653 rsurface.batchvertex3f_vertexbuffer = NULL;
10654 rsurface.batchvertex3f_bufferoffset = 0;
10655 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10656 rsurface.batchsvector3f_vertexbuffer = NULL;
10657 rsurface.batchsvector3f_bufferoffset = 0;
10658 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10659 rsurface.batchtvector3f_vertexbuffer = NULL;
10660 rsurface.batchtvector3f_bufferoffset = 0;
10661 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10662 rsurface.batchnormal3f_vertexbuffer = NULL;
10663 rsurface.batchnormal3f_bufferoffset = 0;
10665 case Q3DEFORM_NORMAL:
10666 // deform the normals to make reflections wavey
10667 for (j = 0;j < rsurface.batchnumvertices;j++)
10670 float *normal = rsurface.array_batchnormal3f + 3*j;
10671 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10672 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10673 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]);
10674 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]);
10675 VectorNormalize(normal);
10677 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);
10678 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10679 rsurface.batchsvector3f_vertexbuffer = NULL;
10680 rsurface.batchsvector3f_bufferoffset = 0;
10681 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10682 rsurface.batchtvector3f_vertexbuffer = NULL;
10683 rsurface.batchtvector3f_bufferoffset = 0;
10684 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10685 rsurface.batchnormal3f_vertexbuffer = NULL;
10686 rsurface.batchnormal3f_bufferoffset = 0;
10688 case Q3DEFORM_WAVE:
10689 // deform vertex array to make wavey water and flags and such
10690 waveparms[0] = deform->waveparms[0];
10691 waveparms[1] = deform->waveparms[1];
10692 waveparms[2] = deform->waveparms[2];
10693 waveparms[3] = deform->waveparms[3];
10694 // this is how a divisor of vertex influence on deformation
10695 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10696 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10697 for (j = 0;j < rsurface.batchnumvertices;j++)
10699 // if the wavefunc depends on time, evaluate it per-vertex
10702 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10703 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10705 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10707 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10708 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);
10709 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10710 rsurface.batchvertex3f_vertexbuffer = NULL;
10711 rsurface.batchvertex3f_bufferoffset = 0;
10712 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10713 rsurface.batchsvector3f_vertexbuffer = NULL;
10714 rsurface.batchsvector3f_bufferoffset = 0;
10715 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10716 rsurface.batchtvector3f_vertexbuffer = NULL;
10717 rsurface.batchtvector3f_bufferoffset = 0;
10718 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10719 rsurface.batchnormal3f_vertexbuffer = NULL;
10720 rsurface.batchnormal3f_bufferoffset = 0;
10722 case Q3DEFORM_BULGE:
10723 // deform vertex array to make the surface have moving bulges
10724 for (j = 0;j < rsurface.batchnumvertices;j++)
10726 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10727 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10729 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10730 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);
10731 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10732 rsurface.batchvertex3f_vertexbuffer = NULL;
10733 rsurface.batchvertex3f_bufferoffset = 0;
10734 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10735 rsurface.batchsvector3f_vertexbuffer = NULL;
10736 rsurface.batchsvector3f_bufferoffset = 0;
10737 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10738 rsurface.batchtvector3f_vertexbuffer = NULL;
10739 rsurface.batchtvector3f_bufferoffset = 0;
10740 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10741 rsurface.batchnormal3f_vertexbuffer = NULL;
10742 rsurface.batchnormal3f_bufferoffset = 0;
10744 case Q3DEFORM_MOVE:
10745 // deform vertex array
10746 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10747 VectorScale(deform->parms, scale, waveparms);
10748 for (j = 0;j < rsurface.batchnumvertices;j++)
10749 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10750 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10751 rsurface.batchvertex3f_vertexbuffer = NULL;
10752 rsurface.batchvertex3f_bufferoffset = 0;
10757 // generate texcoords based on the chosen texcoord source
10758 switch(rsurface.texture->tcgen.tcgen)
10761 case Q3TCGEN_TEXTURE:
10763 case Q3TCGEN_LIGHTMAP:
10764 if (rsurface.batchtexcoordlightmap2f)
10765 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10766 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10767 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10768 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10770 case Q3TCGEN_VECTOR:
10771 for (j = 0;j < rsurface.batchnumvertices;j++)
10773 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10774 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10776 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10777 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10778 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10780 case Q3TCGEN_ENVIRONMENT:
10781 // make environment reflections using a spheremap
10782 for (j = 0;j < rsurface.batchnumvertices;j++)
10784 // identical to Q3A's method, but executed in worldspace so
10785 // carried models can be shiny too
10787 float viewer[3], d, reflected[3], worldreflected[3];
10789 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10790 // VectorNormalize(viewer);
10792 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10794 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10795 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10796 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10797 // note: this is proportinal to viewer, so we can normalize later
10799 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10800 VectorNormalize(worldreflected);
10802 // note: this sphere map only uses world x and z!
10803 // so positive and negative y will LOOK THE SAME.
10804 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10805 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10807 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10808 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10809 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10812 // the only tcmod that needs software vertex processing is turbulent, so
10813 // check for it here and apply the changes if needed
10814 // and we only support that as the first one
10815 // (handling a mixture of turbulent and other tcmods would be problematic
10816 // without punting it entirely to a software path)
10817 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10819 amplitude = rsurface.texture->tcmods[0].parms[1];
10820 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10821 for (j = 0;j < rsurface.batchnumvertices;j++)
10823 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);
10824 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10826 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10827 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10828 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10831 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10833 // convert the modified arrays to vertex structs
10834 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10835 rsurface.batchvertexmeshbuffer = NULL;
10836 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10837 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10838 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10839 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10840 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10841 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10842 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10844 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10846 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10847 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10850 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10851 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10852 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10853 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10854 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10855 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10856 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10857 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10858 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10861 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10863 // convert the modified arrays to vertex structs
10864 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10865 rsurface.batchvertexpositionbuffer = NULL;
10866 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10867 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10869 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10870 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10874 void RSurf_DrawBatch(void)
10876 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);
10879 static void RSurf_BindLightmapForBatch(void)
10881 switch(vid.renderpath)
10883 case RENDERPATH_CGGL:
10885 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10886 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10889 case RENDERPATH_GL20:
10890 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10891 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10893 case RENDERPATH_GL13:
10894 case RENDERPATH_GL11:
10895 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10900 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10902 // pick the closest matching water plane
10903 int planeindex, vertexindex, bestplaneindex = -1;
10907 r_waterstate_waterplane_t *p;
10909 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10911 if(p->camera_entity != rsurface.texture->camera_entity)
10914 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10915 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10917 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10918 d += fabs(PlaneDiff(vert, &p->plane));
10920 if (bestd > d || bestplaneindex < 0)
10923 bestplaneindex = planeindex;
10926 return bestplaneindex;
10929 static void RSurf_BindReflectionForBatch(int planeindex)
10931 // pick the closest matching water plane and bind textures
10932 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10933 switch(vid.renderpath)
10935 case RENDERPATH_CGGL:
10937 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10938 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10939 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10942 case RENDERPATH_GL20:
10943 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10944 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10945 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10947 case RENDERPATH_GL13:
10948 case RENDERPATH_GL11:
10953 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10956 for (i = 0;i < rsurface.batchnumvertices;i++)
10957 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10958 rsurface.passcolor4f = rsurface.array_passcolor4f;
10959 rsurface.passcolor4f_vertexbuffer = 0;
10960 rsurface.passcolor4f_bufferoffset = 0;
10963 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10970 if (rsurface.passcolor4f)
10972 // generate color arrays
10973 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)
10975 f = RSurf_FogVertex(v);
10984 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10986 f = RSurf_FogVertex(v);
10993 rsurface.passcolor4f = rsurface.array_passcolor4f;
10994 rsurface.passcolor4f_vertexbuffer = 0;
10995 rsurface.passcolor4f_bufferoffset = 0;
10998 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11005 if (!rsurface.passcolor4f)
11007 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)
11009 f = RSurf_FogVertex(v);
11010 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11011 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11012 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11015 rsurface.passcolor4f = rsurface.array_passcolor4f;
11016 rsurface.passcolor4f_vertexbuffer = 0;
11017 rsurface.passcolor4f_bufferoffset = 0;
11020 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11025 if (!rsurface.passcolor4f)
11027 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11034 rsurface.passcolor4f = rsurface.array_passcolor4f;
11035 rsurface.passcolor4f_vertexbuffer = 0;
11036 rsurface.passcolor4f_bufferoffset = 0;
11039 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11044 if (!rsurface.passcolor4f)
11046 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11048 c2[0] = c[0] + r_refdef.scene.ambient;
11049 c2[1] = c[1] + r_refdef.scene.ambient;
11050 c2[2] = c[2] + r_refdef.scene.ambient;
11053 rsurface.passcolor4f = rsurface.array_passcolor4f;
11054 rsurface.passcolor4f_vertexbuffer = 0;
11055 rsurface.passcolor4f_bufferoffset = 0;
11058 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11061 rsurface.passcolor4f = NULL;
11062 rsurface.passcolor4f_vertexbuffer = 0;
11063 rsurface.passcolor4f_bufferoffset = 0;
11064 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11065 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11066 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11067 GL_Color(r, g, b, a);
11068 RSurf_BindLightmapForBatch();
11072 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11074 // TODO: optimize applyfog && applycolor case
11075 // just apply fog if necessary, and tint the fog color array if necessary
11076 rsurface.passcolor4f = NULL;
11077 rsurface.passcolor4f_vertexbuffer = 0;
11078 rsurface.passcolor4f_bufferoffset = 0;
11079 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11080 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11081 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11082 GL_Color(r, g, b, a);
11086 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11089 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11090 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11091 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11092 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11093 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11094 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11095 GL_Color(r, g, b, a);
11099 static void RSurf_DrawBatch_GL11_ClampColor(void)
11104 if (!rsurface.passcolor4f)
11106 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11108 c2[0] = bound(0.0f, c1[0], 1.0f);
11109 c2[1] = bound(0.0f, c1[1], 1.0f);
11110 c2[2] = bound(0.0f, c1[2], 1.0f);
11111 c2[3] = bound(0.0f, c1[3], 1.0f);
11115 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11123 vec3_t ambientcolor;
11124 vec3_t diffusecolor;
11128 VectorCopy(rsurface.modellight_lightdir, lightdir);
11129 f = 0.5f * r_refdef.lightmapintensity;
11130 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11131 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11132 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11133 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11134 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11135 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11137 if (VectorLength2(diffusecolor) > 0)
11139 // q3-style directional shading
11140 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)
11142 if ((f = DotProduct(n, lightdir)) > 0)
11143 VectorMA(ambientcolor, f, diffusecolor, c);
11145 VectorCopy(ambientcolor, c);
11152 rsurface.passcolor4f = rsurface.array_passcolor4f;
11153 rsurface.passcolor4f_vertexbuffer = 0;
11154 rsurface.passcolor4f_bufferoffset = 0;
11155 *applycolor = false;
11159 *r = ambientcolor[0];
11160 *g = ambientcolor[1];
11161 *b = ambientcolor[2];
11162 rsurface.passcolor4f = NULL;
11163 rsurface.passcolor4f_vertexbuffer = 0;
11164 rsurface.passcolor4f_bufferoffset = 0;
11168 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11170 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11171 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11172 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11173 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11174 GL_Color(r, g, b, a);
11178 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11184 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11186 f = 1 - RSurf_FogVertex(v);
11194 void RSurf_SetupDepthAndCulling(void)
11196 // submodels are biased to avoid z-fighting with world surfaces that they
11197 // may be exactly overlapping (avoids z-fighting artifacts on certain
11198 // doors and things in Quake maps)
11199 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11200 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11201 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11202 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11205 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11207 // transparent sky would be ridiculous
11208 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11210 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11211 skyrenderlater = true;
11212 RSurf_SetupDepthAndCulling();
11213 GL_DepthMask(true);
11214 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11215 // skymasking on them, and Quake3 never did sky masking (unlike
11216 // software Quake and software Quake2), so disable the sky masking
11217 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11218 // and skymasking also looks very bad when noclipping outside the
11219 // level, so don't use it then either.
11220 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11222 R_Mesh_ResetTextureState();
11223 if (skyrendermasked)
11225 R_SetupShader_DepthOrShadow();
11226 // depth-only (masking)
11227 GL_ColorMask(0,0,0,0);
11228 // just to make sure that braindead drivers don't draw
11229 // anything despite that colormask...
11230 GL_BlendFunc(GL_ZERO, GL_ONE);
11231 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11232 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11236 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11238 GL_BlendFunc(GL_ONE, GL_ZERO);
11239 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11240 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11241 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11244 if (skyrendermasked)
11245 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11247 R_Mesh_ResetTextureState();
11248 GL_Color(1, 1, 1, 1);
11251 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11252 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11253 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11255 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11259 // render screenspace normalmap to texture
11260 GL_DepthMask(true);
11261 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11266 // bind lightmap texture
11268 // water/refraction/reflection/camera surfaces have to be handled specially
11269 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11271 int start, end, startplaneindex;
11272 for (start = 0;start < texturenumsurfaces;start = end)
11274 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11275 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11277 // now that we have a batch using the same planeindex, render it
11278 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11280 // render water or distortion background
11281 GL_DepthMask(true);
11282 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11283 RSurf_BindReflectionForBatch(startplaneindex);
11284 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11285 RSurf_BindLightmapForBatch();
11287 // blend surface on top
11288 GL_DepthMask(false);
11289 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11292 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11294 // render surface with reflection texture as input
11295 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11296 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11297 RSurf_BindReflectionForBatch(startplaneindex);
11298 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11299 RSurf_BindLightmapForBatch();
11306 // render surface batch normally
11307 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11308 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11309 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11310 RSurf_BindLightmapForBatch();
11314 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11316 // OpenGL 1.3 path - anything not completely ancient
11317 qboolean applycolor;
11320 const texturelayer_t *layer;
11321 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);
11322 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11324 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11327 int layertexrgbscale;
11328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11330 if (layerindex == 0)
11331 GL_AlphaTest(true);
11334 GL_AlphaTest(false);
11335 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11338 GL_DepthMask(layer->depthmask && writedepth);
11339 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11340 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11342 layertexrgbscale = 4;
11343 VectorScale(layer->color, 0.25f, layercolor);
11345 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11347 layertexrgbscale = 2;
11348 VectorScale(layer->color, 0.5f, layercolor);
11352 layertexrgbscale = 1;
11353 VectorScale(layer->color, 1.0f, layercolor);
11355 layercolor[3] = layer->color[3];
11356 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11357 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11358 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11359 switch (layer->type)
11361 case TEXTURELAYERTYPE_LITTEXTURE:
11362 // single-pass lightmapped texture with 2x rgbscale
11363 R_Mesh_TexBind(0, r_texture_white);
11364 R_Mesh_TexMatrix(0, NULL);
11365 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11366 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11367 R_Mesh_TexBind(1, layer->texture);
11368 R_Mesh_TexMatrix(1, &layer->texmatrix);
11369 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11370 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11371 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11372 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11373 else if (rsurface.uselightmaptexture)
11374 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11376 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11378 case TEXTURELAYERTYPE_TEXTURE:
11379 // singletexture unlit texture with transparency support
11380 R_Mesh_TexBind(0, layer->texture);
11381 R_Mesh_TexMatrix(0, &layer->texmatrix);
11382 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11383 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11384 R_Mesh_TexBind(1, 0);
11385 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11386 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11388 case TEXTURELAYERTYPE_FOG:
11389 // singletexture fogging
11390 if (layer->texture)
11392 R_Mesh_TexBind(0, layer->texture);
11393 R_Mesh_TexMatrix(0, &layer->texmatrix);
11394 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11395 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11399 R_Mesh_TexBind(0, 0);
11400 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11402 R_Mesh_TexBind(1, 0);
11403 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11404 // generate a color array for the fog pass
11405 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11406 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11410 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11414 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11416 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11417 GL_AlphaTest(false);
11421 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11423 // OpenGL 1.1 - crusty old voodoo path
11426 const texturelayer_t *layer;
11427 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);
11428 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11430 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11434 if (layerindex == 0)
11435 GL_AlphaTest(true);
11438 GL_AlphaTest(false);
11439 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11442 GL_DepthMask(layer->depthmask && writedepth);
11443 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11444 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11445 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11446 switch (layer->type)
11448 case TEXTURELAYERTYPE_LITTEXTURE:
11449 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11451 // two-pass lit texture with 2x rgbscale
11452 // first the lightmap pass
11453 R_Mesh_TexBind(0, r_texture_white);
11454 R_Mesh_TexMatrix(0, NULL);
11455 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11456 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11457 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11458 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11459 else if (rsurface.uselightmaptexture)
11460 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11462 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11463 // then apply the texture to it
11464 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11465 R_Mesh_TexBind(0, layer->texture);
11466 R_Mesh_TexMatrix(0, &layer->texmatrix);
11467 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11468 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11469 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);
11473 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11474 R_Mesh_TexBind(0, layer->texture);
11475 R_Mesh_TexMatrix(0, &layer->texmatrix);
11476 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11477 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11479 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);
11481 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);
11484 case TEXTURELAYERTYPE_TEXTURE:
11485 // singletexture unlit texture with transparency support
11486 R_Mesh_TexBind(0, layer->texture);
11487 R_Mesh_TexMatrix(0, &layer->texmatrix);
11488 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11489 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11490 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);
11492 case TEXTURELAYERTYPE_FOG:
11493 // singletexture fogging
11494 if (layer->texture)
11496 R_Mesh_TexBind(0, layer->texture);
11497 R_Mesh_TexMatrix(0, &layer->texmatrix);
11498 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11499 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11503 R_Mesh_TexBind(0, 0);
11504 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11506 // generate a color array for the fog pass
11507 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11508 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11512 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11518 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11519 GL_AlphaTest(false);
11523 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11527 r_vertexgeneric_t *batchvertex;
11530 GL_AlphaTest(false);
11531 R_Mesh_ResetTextureState();
11532 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11534 if(rsurface.texture && rsurface.texture->currentskinframe)
11536 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11537 c[3] *= rsurface.texture->currentalpha;
11547 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11549 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11550 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11551 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11554 // brighten it up (as texture value 127 means "unlit")
11555 c[0] *= 2 * r_refdef.view.colorscale;
11556 c[1] *= 2 * r_refdef.view.colorscale;
11557 c[2] *= 2 * r_refdef.view.colorscale;
11559 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11560 c[3] *= r_wateralpha.value;
11562 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11564 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11565 GL_DepthMask(false);
11567 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11569 GL_BlendFunc(GL_ONE, GL_ONE);
11570 GL_DepthMask(false);
11572 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11574 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11575 GL_DepthMask(false);
11577 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11579 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11580 GL_DepthMask(false);
11584 GL_BlendFunc(GL_ONE, GL_ZERO);
11585 GL_DepthMask(writedepth);
11588 if (r_showsurfaces.integer == 3)
11590 rsurface.passcolor4f = NULL;
11592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11594 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11596 rsurface.passcolor4f = NULL;
11597 rsurface.passcolor4f_vertexbuffer = 0;
11598 rsurface.passcolor4f_bufferoffset = 0;
11600 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11602 qboolean applycolor = true;
11605 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11607 r_refdef.lightmapintensity = 1;
11608 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11609 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11613 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11615 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11616 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11617 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11620 if(!rsurface.passcolor4f)
11621 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11623 RSurf_DrawBatch_GL11_ApplyAmbient();
11624 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11625 if(r_refdef.fogenabled)
11626 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11627 RSurf_DrawBatch_GL11_ClampColor();
11629 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11630 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11633 else if (!r_refdef.view.showdebug)
11635 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11636 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11637 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11639 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11640 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11642 R_Mesh_PrepareVertices_Generic_Unlock();
11645 else if (r_showsurfaces.integer == 4)
11647 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11648 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11649 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11651 unsigned char c = vi << 3;
11652 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11653 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11655 R_Mesh_PrepareVertices_Generic_Unlock();
11658 else if (r_showsurfaces.integer == 2)
11661 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11662 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11663 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11665 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11666 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11667 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11668 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11669 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11670 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11671 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11673 R_Mesh_PrepareVertices_Generic_Unlock();
11674 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11678 int texturesurfaceindex;
11680 const msurface_t *surface;
11681 unsigned char surfacecolor4ub[4];
11682 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11683 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11685 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11687 surface = texturesurfacelist[texturesurfaceindex];
11688 k = (int)(((size_t)surface) / sizeof(msurface_t));
11689 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11690 for (j = 0;j < surface->num_vertices;j++)
11692 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11693 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11697 R_Mesh_PrepareVertices_Generic_Unlock();
11702 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11705 RSurf_SetupDepthAndCulling();
11706 if (r_showsurfaces.integer)
11708 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11711 switch (vid.renderpath)
11713 case RENDERPATH_GL20:
11714 case RENDERPATH_CGGL:
11715 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11717 case RENDERPATH_GL13:
11718 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11720 case RENDERPATH_GL11:
11721 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11727 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11730 RSurf_SetupDepthAndCulling();
11731 if (r_showsurfaces.integer)
11733 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11736 switch (vid.renderpath)
11738 case RENDERPATH_GL20:
11739 case RENDERPATH_CGGL:
11740 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11742 case RENDERPATH_GL13:
11743 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11745 case RENDERPATH_GL11:
11746 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11752 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11755 int texturenumsurfaces, endsurface;
11756 texture_t *texture;
11757 const msurface_t *surface;
11758 #define MAXBATCH_TRANSPARENTSURFACES 256
11759 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11761 // if the model is static it doesn't matter what value we give for
11762 // wantnormals and wanttangents, so this logic uses only rules applicable
11763 // to a model, knowing that they are meaningless otherwise
11764 if (ent == r_refdef.scene.worldentity)
11765 RSurf_ActiveWorldEntity();
11766 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11767 RSurf_ActiveModelEntity(ent, false, false, false);
11770 switch (vid.renderpath)
11772 case RENDERPATH_GL20:
11773 case RENDERPATH_CGGL:
11774 RSurf_ActiveModelEntity(ent, true, true, false);
11776 case RENDERPATH_GL13:
11777 case RENDERPATH_GL11:
11778 RSurf_ActiveModelEntity(ent, true, false, false);
11783 if (r_transparentdepthmasking.integer)
11785 qboolean setup = false;
11786 for (i = 0;i < numsurfaces;i = j)
11789 surface = rsurface.modelsurfaces + surfacelist[i];
11790 texture = surface->texture;
11791 rsurface.texture = R_GetCurrentTexture(texture);
11792 rsurface.lightmaptexture = NULL;
11793 rsurface.deluxemaptexture = NULL;
11794 rsurface.uselightmaptexture = false;
11795 // scan ahead until we find a different texture
11796 endsurface = min(i + 1024, numsurfaces);
11797 texturenumsurfaces = 0;
11798 texturesurfacelist[texturenumsurfaces++] = surface;
11799 for (;j < endsurface;j++)
11801 surface = rsurface.modelsurfaces + surfacelist[j];
11802 if (texture != surface->texture)
11804 texturesurfacelist[texturenumsurfaces++] = surface;
11806 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11808 // render the range of surfaces as depth
11812 GL_ColorMask(0,0,0,0);
11814 GL_DepthTest(true);
11815 GL_BlendFunc(GL_ONE, GL_ZERO);
11816 GL_DepthMask(true);
11817 GL_AlphaTest(false);
11818 R_Mesh_ResetTextureState();
11819 R_SetupShader_DepthOrShadow();
11821 RSurf_SetupDepthAndCulling();
11822 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11823 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11827 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11830 for (i = 0;i < numsurfaces;i = j)
11833 surface = rsurface.modelsurfaces + surfacelist[i];
11834 texture = surface->texture;
11835 rsurface.texture = R_GetCurrentTexture(texture);
11836 rsurface.lightmaptexture = surface->lightmaptexture;
11837 rsurface.deluxemaptexture = surface->deluxemaptexture;
11838 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11839 // scan ahead until we find a different texture
11840 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11841 texturenumsurfaces = 0;
11842 texturesurfacelist[texturenumsurfaces++] = surface;
11843 for (;j < endsurface;j++)
11845 surface = rsurface.modelsurfaces + surfacelist[j];
11846 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11848 texturesurfacelist[texturenumsurfaces++] = surface;
11850 // render the range of surfaces
11851 if (ent == r_refdef.scene.worldentity)
11852 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11854 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11856 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11857 GL_AlphaTest(false);
11860 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11862 // transparent surfaces get pushed off into the transparent queue
11863 int surfacelistindex;
11864 const msurface_t *surface;
11865 vec3_t tempcenter, center;
11866 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11868 surface = texturesurfacelist[surfacelistindex];
11869 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11870 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11871 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11872 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11873 if (queueentity->transparent_offset) // transparent offset
11875 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11876 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11877 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11879 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11883 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11885 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11887 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11889 RSurf_SetupDepthAndCulling();
11890 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11891 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11895 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11897 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11900 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11903 if (!rsurface.texture->currentnumlayers)
11905 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11906 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11908 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11910 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11911 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11912 else if (!rsurface.texture->currentnumlayers)
11914 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11916 // in the deferred case, transparent surfaces were queued during prepass
11917 if (!r_shadow_usingdeferredprepass)
11918 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11922 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11923 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11928 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11931 texture_t *texture;
11932 // break the surface list down into batches by texture and use of lightmapping
11933 for (i = 0;i < numsurfaces;i = j)
11936 // texture is the base texture pointer, rsurface.texture is the
11937 // current frame/skin the texture is directing us to use (for example
11938 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11939 // use skin 1 instead)
11940 texture = surfacelist[i]->texture;
11941 rsurface.texture = R_GetCurrentTexture(texture);
11942 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11943 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11944 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11945 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11947 // if this texture is not the kind we want, skip ahead to the next one
11948 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11952 // simply scan ahead until we find a different texture or lightmap state
11953 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11955 // render the range of surfaces
11956 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11960 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11964 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11967 if (!rsurface.texture->currentnumlayers)
11969 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11970 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11972 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11974 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11975 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11976 else if (!rsurface.texture->currentnumlayers)
11978 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11980 // in the deferred case, transparent surfaces were queued during prepass
11981 if (!r_shadow_usingdeferredprepass)
11982 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11986 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11987 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11992 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11995 texture_t *texture;
11996 // break the surface list down into batches by texture and use of lightmapping
11997 for (i = 0;i < numsurfaces;i = j)
12000 // texture is the base texture pointer, rsurface.texture is the
12001 // current frame/skin the texture is directing us to use (for example
12002 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12003 // use skin 1 instead)
12004 texture = surfacelist[i]->texture;
12005 rsurface.texture = R_GetCurrentTexture(texture);
12006 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12007 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12008 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12009 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12011 // if this texture is not the kind we want, skip ahead to the next one
12012 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12016 // simply scan ahead until we find a different texture or lightmap state
12017 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12019 // render the range of surfaces
12020 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12024 float locboxvertex3f[6*4*3] =
12026 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12027 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12028 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12029 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12030 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12031 1,0,0, 0,0,0, 0,1,0, 1,1,0
12034 unsigned short locboxelements[6*2*3] =
12039 12,13,14, 12,14,15,
12040 16,17,18, 16,18,19,
12044 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12047 cl_locnode_t *loc = (cl_locnode_t *)ent;
12049 float vertex3f[6*4*3];
12051 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12052 GL_DepthMask(false);
12053 GL_DepthRange(0, 1);
12054 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12055 GL_DepthTest(true);
12056 GL_CullFace(GL_NONE);
12057 R_EntityMatrix(&identitymatrix);
12059 R_Mesh_ResetTextureState();
12061 i = surfacelist[0];
12062 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12063 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12064 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12065 surfacelist[0] < 0 ? 0.5f : 0.125f);
12067 if (VectorCompare(loc->mins, loc->maxs))
12069 VectorSet(size, 2, 2, 2);
12070 VectorMA(loc->mins, -0.5f, size, mins);
12074 VectorCopy(loc->mins, mins);
12075 VectorSubtract(loc->maxs, loc->mins, size);
12078 for (i = 0;i < 6*4*3;)
12079 for (j = 0;j < 3;j++, i++)
12080 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12082 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12083 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12084 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12087 void R_DrawLocs(void)
12090 cl_locnode_t *loc, *nearestloc;
12092 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12093 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12095 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12096 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12100 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12102 if (decalsystem->decals)
12103 Mem_Free(decalsystem->decals);
12104 memset(decalsystem, 0, sizeof(*decalsystem));
12107 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)
12110 tridecal_t *decals;
12113 // expand or initialize the system
12114 if (decalsystem->maxdecals <= decalsystem->numdecals)
12116 decalsystem_t old = *decalsystem;
12117 qboolean useshortelements;
12118 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12119 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12120 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)));
12121 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12122 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12123 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12124 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12125 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12126 if (decalsystem->numdecals)
12127 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12129 Mem_Free(old.decals);
12130 for (i = 0;i < decalsystem->maxdecals*3;i++)
12131 decalsystem->element3i[i] = i;
12132 if (useshortelements)
12133 for (i = 0;i < decalsystem->maxdecals*3;i++)
12134 decalsystem->element3s[i] = i;
12137 // grab a decal and search for another free slot for the next one
12138 decals = decalsystem->decals;
12139 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12140 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12142 decalsystem->freedecal = i;
12143 if (decalsystem->numdecals <= i)
12144 decalsystem->numdecals = i + 1;
12146 // initialize the decal
12148 decal->triangleindex = triangleindex;
12149 decal->surfaceindex = surfaceindex;
12150 decal->decalsequence = decalsequence;
12151 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12152 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12153 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12154 decal->color4ub[0][3] = 255;
12155 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12156 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12157 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12158 decal->color4ub[1][3] = 255;
12159 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12160 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12161 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12162 decal->color4ub[2][3] = 255;
12163 decal->vertex3f[0][0] = v0[0];
12164 decal->vertex3f[0][1] = v0[1];
12165 decal->vertex3f[0][2] = v0[2];
12166 decal->vertex3f[1][0] = v1[0];
12167 decal->vertex3f[1][1] = v1[1];
12168 decal->vertex3f[1][2] = v1[2];
12169 decal->vertex3f[2][0] = v2[0];
12170 decal->vertex3f[2][1] = v2[1];
12171 decal->vertex3f[2][2] = v2[2];
12172 decal->texcoord2f[0][0] = t0[0];
12173 decal->texcoord2f[0][1] = t0[1];
12174 decal->texcoord2f[1][0] = t1[0];
12175 decal->texcoord2f[1][1] = t1[1];
12176 decal->texcoord2f[2][0] = t2[0];
12177 decal->texcoord2f[2][1] = t2[1];
12180 extern cvar_t cl_decals_bias;
12181 extern cvar_t cl_decals_models;
12182 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12183 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)
12185 matrix4x4_t projection;
12186 decalsystem_t *decalsystem;
12189 const float *vertex3f;
12190 const msurface_t *surface;
12191 const msurface_t *surfaces;
12192 const int *surfacelist;
12193 const texture_t *texture;
12195 int numsurfacelist;
12196 int surfacelistindex;
12203 float localorigin[3];
12204 float localnormal[3];
12205 float localmins[3];
12206 float localmaxs[3];
12212 float planes[6][4];
12214 float points[2][9][3];
12218 decalsystem = &ent->decalsystem;
12219 model = ent->model;
12220 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12222 R_DecalSystem_Reset(&ent->decalsystem);
12226 if (!model->brush.data_nodes && !cl_decals_models.integer)
12228 if (decalsystem->model)
12229 R_DecalSystem_Reset(decalsystem);
12233 if (decalsystem->model != model)
12234 R_DecalSystem_Reset(decalsystem);
12235 decalsystem->model = model;
12237 RSurf_ActiveModelEntity(ent, false, false, false);
12239 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12240 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12241 VectorNormalize(localnormal);
12242 localsize = worldsize*rsurface.inversematrixscale;
12243 localmins[0] = localorigin[0] - localsize;
12244 localmins[1] = localorigin[1] - localsize;
12245 localmins[2] = localorigin[2] - localsize;
12246 localmaxs[0] = localorigin[0] + localsize;
12247 localmaxs[1] = localorigin[1] + localsize;
12248 localmaxs[2] = localorigin[2] + localsize;
12250 //VectorCopy(localnormal, planes[4]);
12251 //VectorVectors(planes[4], planes[2], planes[0]);
12252 AnglesFromVectors(angles, localnormal, NULL, false);
12253 AngleVectors(angles, planes[0], planes[2], planes[4]);
12254 VectorNegate(planes[0], planes[1]);
12255 VectorNegate(planes[2], planes[3]);
12256 VectorNegate(planes[4], planes[5]);
12257 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12258 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12259 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12260 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12261 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12262 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12267 matrix4x4_t forwardprojection;
12268 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12269 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12274 float projectionvector[4][3];
12275 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12276 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12277 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12278 projectionvector[0][0] = planes[0][0] * ilocalsize;
12279 projectionvector[0][1] = planes[1][0] * ilocalsize;
12280 projectionvector[0][2] = planes[2][0] * ilocalsize;
12281 projectionvector[1][0] = planes[0][1] * ilocalsize;
12282 projectionvector[1][1] = planes[1][1] * ilocalsize;
12283 projectionvector[1][2] = planes[2][1] * ilocalsize;
12284 projectionvector[2][0] = planes[0][2] * ilocalsize;
12285 projectionvector[2][1] = planes[1][2] * ilocalsize;
12286 projectionvector[2][2] = planes[2][2] * ilocalsize;
12287 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12288 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12289 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12290 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12294 dynamic = model->surfmesh.isanimated;
12295 vertex3f = rsurface.modelvertex3f;
12296 numsurfacelist = model->nummodelsurfaces;
12297 surfacelist = model->sortedmodelsurfaces;
12298 surfaces = model->data_surfaces;
12299 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12301 surfaceindex = surfacelist[surfacelistindex];
12302 surface = surfaces + surfaceindex;
12303 // check cull box first because it rejects more than any other check
12304 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12306 // skip transparent surfaces
12307 texture = surface->texture;
12308 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12310 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12312 numtriangles = surface->num_triangles;
12313 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12315 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12317 index = 3*e[cornerindex];
12318 VectorCopy(vertex3f + index, v[cornerindex]);
12321 //TriangleNormal(v[0], v[1], v[2], normal);
12322 //if (DotProduct(normal, localnormal) < 0.0f)
12324 // clip by each of the box planes formed from the projection matrix
12325 // if anything survives, we emit the decal
12326 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]);
12329 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]);
12332 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]);
12335 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]);
12338 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]);
12341 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]);
12344 // some part of the triangle survived, so we have to accept it...
12347 // dynamic always uses the original triangle
12349 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12351 index = 3*e[cornerindex];
12352 VectorCopy(vertex3f + index, v[cornerindex]);
12355 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12357 // convert vertex positions to texcoords
12358 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12359 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12360 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12361 // calculate distance fade from the projection origin
12362 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12363 f = bound(0.0f, f, 1.0f);
12364 c[cornerindex][0] = r * f;
12365 c[cornerindex][1] = g * f;
12366 c[cornerindex][2] = b * f;
12367 c[cornerindex][3] = 1.0f;
12368 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12371 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);
12373 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12374 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);
12379 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12380 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)
12382 int renderentityindex;
12383 float worldmins[3];
12384 float worldmaxs[3];
12385 entity_render_t *ent;
12387 if (!cl_decals_newsystem.integer)
12390 worldmins[0] = worldorigin[0] - worldsize;
12391 worldmins[1] = worldorigin[1] - worldsize;
12392 worldmins[2] = worldorigin[2] - worldsize;
12393 worldmaxs[0] = worldorigin[0] + worldsize;
12394 worldmaxs[1] = worldorigin[1] + worldsize;
12395 worldmaxs[2] = worldorigin[2] + worldsize;
12397 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12399 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12401 ent = r_refdef.scene.entities[renderentityindex];
12402 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12405 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12409 typedef struct r_decalsystem_splatqueue_s
12411 vec3_t worldorigin;
12412 vec3_t worldnormal;
12418 r_decalsystem_splatqueue_t;
12420 int r_decalsystem_numqueued = 0;
12421 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12423 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)
12425 r_decalsystem_splatqueue_t *queue;
12427 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12430 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12431 VectorCopy(worldorigin, queue->worldorigin);
12432 VectorCopy(worldnormal, queue->worldnormal);
12433 Vector4Set(queue->color, r, g, b, a);
12434 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12435 queue->worldsize = worldsize;
12436 queue->decalsequence = cl.decalsequence++;
12439 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12442 r_decalsystem_splatqueue_t *queue;
12444 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12445 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);
12446 r_decalsystem_numqueued = 0;
12449 extern cvar_t cl_decals_max;
12450 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12453 decalsystem_t *decalsystem = &ent->decalsystem;
12460 if (!decalsystem->numdecals)
12463 if (r_showsurfaces.integer)
12466 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12468 R_DecalSystem_Reset(decalsystem);
12472 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12473 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12475 if (decalsystem->lastupdatetime)
12476 frametime = (cl.time - decalsystem->lastupdatetime);
12479 decalsystem->lastupdatetime = cl.time;
12480 decal = decalsystem->decals;
12481 numdecals = decalsystem->numdecals;
12483 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12485 if (decal->color4ub[0][3])
12487 decal->lived += frametime;
12488 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12490 memset(decal, 0, sizeof(*decal));
12491 if (decalsystem->freedecal > i)
12492 decalsystem->freedecal = i;
12496 decal = decalsystem->decals;
12497 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12500 // collapse the array by shuffling the tail decals into the gaps
12503 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12504 decalsystem->freedecal++;
12505 if (decalsystem->freedecal == numdecals)
12507 decal[decalsystem->freedecal] = decal[--numdecals];
12510 decalsystem->numdecals = numdecals;
12512 if (numdecals <= 0)
12514 // if there are no decals left, reset decalsystem
12515 R_DecalSystem_Reset(decalsystem);
12519 extern skinframe_t *decalskinframe;
12520 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12523 decalsystem_t *decalsystem = &ent->decalsystem;
12532 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12535 numdecals = decalsystem->numdecals;
12539 if (r_showsurfaces.integer)
12542 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12544 R_DecalSystem_Reset(decalsystem);
12548 // if the model is static it doesn't matter what value we give for
12549 // wantnormals and wanttangents, so this logic uses only rules applicable
12550 // to a model, knowing that they are meaningless otherwise
12551 if (ent == r_refdef.scene.worldentity)
12552 RSurf_ActiveWorldEntity();
12554 RSurf_ActiveModelEntity(ent, false, false, false);
12556 decalsystem->lastupdatetime = cl.time;
12557 decal = decalsystem->decals;
12559 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12561 // update vertex positions for animated models
12562 v3f = decalsystem->vertex3f;
12563 c4f = decalsystem->color4f;
12564 t2f = decalsystem->texcoord2f;
12565 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12567 if (!decal->color4ub[0][3])
12570 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12573 // update color values for fading decals
12574 if (decal->lived >= cl_decals_time.value)
12576 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12577 alpha *= (1.0f/255.0f);
12580 alpha = 1.0f/255.0f;
12582 c4f[ 0] = decal->color4ub[0][0] * alpha;
12583 c4f[ 1] = decal->color4ub[0][1] * alpha;
12584 c4f[ 2] = decal->color4ub[0][2] * alpha;
12586 c4f[ 4] = decal->color4ub[1][0] * alpha;
12587 c4f[ 5] = decal->color4ub[1][1] * alpha;
12588 c4f[ 6] = decal->color4ub[1][2] * alpha;
12590 c4f[ 8] = decal->color4ub[2][0] * alpha;
12591 c4f[ 9] = decal->color4ub[2][1] * alpha;
12592 c4f[10] = decal->color4ub[2][2] * alpha;
12595 t2f[0] = decal->texcoord2f[0][0];
12596 t2f[1] = decal->texcoord2f[0][1];
12597 t2f[2] = decal->texcoord2f[1][0];
12598 t2f[3] = decal->texcoord2f[1][1];
12599 t2f[4] = decal->texcoord2f[2][0];
12600 t2f[5] = decal->texcoord2f[2][1];
12602 // update vertex positions for animated models
12603 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12605 e = rsurface.modelelement3i + 3*decal->triangleindex;
12606 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12607 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12608 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12612 VectorCopy(decal->vertex3f[0], v3f);
12613 VectorCopy(decal->vertex3f[1], v3f + 3);
12614 VectorCopy(decal->vertex3f[2], v3f + 6);
12617 if (r_refdef.fogenabled)
12619 alpha = RSurf_FogVertex(v3f);
12620 VectorScale(c4f, alpha, c4f);
12621 alpha = RSurf_FogVertex(v3f + 3);
12622 VectorScale(c4f + 4, alpha, c4f + 4);
12623 alpha = RSurf_FogVertex(v3f + 6);
12624 VectorScale(c4f + 8, alpha, c4f + 8);
12635 r_refdef.stats.drawndecals += numtris;
12637 // now render the decals all at once
12638 // (this assumes they all use one particle font texture!)
12639 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);
12640 R_Mesh_ResetTextureState();
12641 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12642 GL_DepthMask(false);
12643 GL_DepthRange(0, 1);
12644 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12645 GL_DepthTest(true);
12646 GL_CullFace(GL_NONE);
12647 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12648 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12649 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12653 static void R_DrawModelDecals(void)
12657 // fade faster when there are too many decals
12658 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12659 for (i = 0;i < r_refdef.scene.numentities;i++)
12660 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12662 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12663 for (i = 0;i < r_refdef.scene.numentities;i++)
12664 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12665 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12667 R_DecalSystem_ApplySplatEntitiesQueue();
12669 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12670 for (i = 0;i < r_refdef.scene.numentities;i++)
12671 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12673 r_refdef.stats.totaldecals += numdecals;
12675 if (r_showsurfaces.integer)
12678 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12680 for (i = 0;i < r_refdef.scene.numentities;i++)
12682 if (!r_refdef.viewcache.entityvisible[i])
12684 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12685 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12689 extern cvar_t mod_collision_bih;
12690 void R_DrawDebugModel(void)
12692 entity_render_t *ent = rsurface.entity;
12693 int i, j, k, l, flagsmask;
12694 const msurface_t *surface;
12695 dp_model_t *model = ent->model;
12698 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12700 R_Mesh_ResetTextureState();
12701 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12702 GL_DepthRange(0, 1);
12703 GL_DepthTest(!r_showdisabledepthtest.integer);
12704 GL_DepthMask(false);
12705 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12707 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12711 qboolean cullbox = ent == r_refdef.scene.worldentity;
12712 const q3mbrush_t *brush;
12713 const bih_t *bih = &model->collision_bih;
12714 const bih_leaf_t *bihleaf;
12715 float vertex3f[3][3];
12716 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12718 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12720 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12722 switch (bihleaf->type)
12725 brush = model->brush.data_brushes + bihleaf->itemindex;
12726 if (brush->colbrushf && brush->colbrushf->numtriangles)
12728 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);
12729 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12730 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12733 case BIH_COLLISIONTRIANGLE:
12734 triangleindex = bihleaf->itemindex;
12735 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12736 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12737 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12738 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);
12739 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12740 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12742 case BIH_RENDERTRIANGLE:
12743 triangleindex = bihleaf->itemindex;
12744 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12745 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12746 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12747 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);
12748 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12749 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12755 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12757 if (r_showtris.integer || r_shownormals.integer)
12759 if (r_showdisabledepthtest.integer)
12761 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12762 GL_DepthMask(false);
12766 GL_BlendFunc(GL_ONE, GL_ZERO);
12767 GL_DepthMask(true);
12769 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12771 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12773 rsurface.texture = R_GetCurrentTexture(surface->texture);
12774 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12776 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12777 if (r_showtris.value > 0)
12779 if (!rsurface.texture->currentlayers->depthmask)
12780 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12781 else if (ent == r_refdef.scene.worldentity)
12782 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12784 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12785 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12786 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12788 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12791 if (r_shownormals.value < 0)
12793 qglBegin(GL_LINES);
12794 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12796 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12797 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12798 qglVertex3f(v[0], v[1], v[2]);
12799 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12800 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12801 qglVertex3f(v[0], v[1], v[2]);
12806 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12808 qglBegin(GL_LINES);
12809 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12811 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12812 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12813 qglVertex3f(v[0], v[1], v[2]);
12814 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12815 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12816 qglVertex3f(v[0], v[1], v[2]);
12820 qglBegin(GL_LINES);
12821 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12823 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12824 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12825 qglVertex3f(v[0], v[1], v[2]);
12826 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12827 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12828 qglVertex3f(v[0], v[1], v[2]);
12832 qglBegin(GL_LINES);
12833 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12835 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12836 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12837 qglVertex3f(v[0], v[1], v[2]);
12838 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12839 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12840 qglVertex3f(v[0], v[1], v[2]);
12847 rsurface.texture = NULL;
12851 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12852 int r_maxsurfacelist = 0;
12853 const msurface_t **r_surfacelist = NULL;
12854 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12856 int i, j, endj, flagsmask;
12857 dp_model_t *model = r_refdef.scene.worldmodel;
12858 msurface_t *surfaces;
12859 unsigned char *update;
12860 int numsurfacelist = 0;
12864 if (r_maxsurfacelist < model->num_surfaces)
12866 r_maxsurfacelist = model->num_surfaces;
12868 Mem_Free((msurface_t**)r_surfacelist);
12869 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12872 RSurf_ActiveWorldEntity();
12874 surfaces = model->data_surfaces;
12875 update = model->brushq1.lightmapupdateflags;
12877 // update light styles on this submodel
12878 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12880 model_brush_lightstyleinfo_t *style;
12881 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12883 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12885 int *list = style->surfacelist;
12886 style->value = r_refdef.scene.lightstylevalue[style->style];
12887 for (j = 0;j < style->numsurfaces;j++)
12888 update[list[j]] = true;
12893 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12897 R_DrawDebugModel();
12898 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12902 rsurface.lightmaptexture = NULL;
12903 rsurface.deluxemaptexture = NULL;
12904 rsurface.uselightmaptexture = false;
12905 rsurface.texture = NULL;
12906 rsurface.rtlight = NULL;
12907 numsurfacelist = 0;
12908 // add visible surfaces to draw list
12909 for (i = 0;i < model->nummodelsurfaces;i++)
12911 j = model->sortedmodelsurfaces[i];
12912 if (r_refdef.viewcache.world_surfacevisible[j])
12913 r_surfacelist[numsurfacelist++] = surfaces + j;
12915 // update lightmaps if needed
12916 if (model->brushq1.firstrender)
12918 model->brushq1.firstrender = false;
12919 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12921 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12925 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12926 if (r_refdef.viewcache.world_surfacevisible[j])
12928 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12930 // don't do anything if there were no surfaces
12931 if (!numsurfacelist)
12933 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12936 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12937 GL_AlphaTest(false);
12939 // add to stats if desired
12940 if (r_speeds.integer && !skysurfaces && !depthonly)
12942 r_refdef.stats.world_surfaces += numsurfacelist;
12943 for (j = 0;j < numsurfacelist;j++)
12944 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12947 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12950 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12952 int i, j, endj, flagsmask;
12953 dp_model_t *model = ent->model;
12954 msurface_t *surfaces;
12955 unsigned char *update;
12956 int numsurfacelist = 0;
12960 if (r_maxsurfacelist < model->num_surfaces)
12962 r_maxsurfacelist = model->num_surfaces;
12964 Mem_Free((msurface_t **)r_surfacelist);
12965 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12968 // if the model is static it doesn't matter what value we give for
12969 // wantnormals and wanttangents, so this logic uses only rules applicable
12970 // to a model, knowing that they are meaningless otherwise
12971 if (ent == r_refdef.scene.worldentity)
12972 RSurf_ActiveWorldEntity();
12973 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12974 RSurf_ActiveModelEntity(ent, false, false, false);
12976 RSurf_ActiveModelEntity(ent, true, true, true);
12977 else if (depthonly)
12979 switch (vid.renderpath)
12981 case RENDERPATH_GL20:
12982 case RENDERPATH_CGGL:
12983 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12985 case RENDERPATH_GL13:
12986 case RENDERPATH_GL11:
12987 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12993 switch (vid.renderpath)
12995 case RENDERPATH_GL20:
12996 case RENDERPATH_CGGL:
12997 RSurf_ActiveModelEntity(ent, true, true, false);
12999 case RENDERPATH_GL13:
13000 case RENDERPATH_GL11:
13001 RSurf_ActiveModelEntity(ent, true, false, false);
13006 surfaces = model->data_surfaces;
13007 update = model->brushq1.lightmapupdateflags;
13009 // update light styles
13010 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13012 model_brush_lightstyleinfo_t *style;
13013 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13015 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13017 int *list = style->surfacelist;
13018 style->value = r_refdef.scene.lightstylevalue[style->style];
13019 for (j = 0;j < style->numsurfaces;j++)
13020 update[list[j]] = true;
13025 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13029 R_DrawDebugModel();
13030 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13034 rsurface.lightmaptexture = NULL;
13035 rsurface.deluxemaptexture = NULL;
13036 rsurface.uselightmaptexture = false;
13037 rsurface.texture = NULL;
13038 rsurface.rtlight = NULL;
13039 numsurfacelist = 0;
13040 // add visible surfaces to draw list
13041 for (i = 0;i < model->nummodelsurfaces;i++)
13042 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13043 // don't do anything if there were no surfaces
13044 if (!numsurfacelist)
13046 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13049 // update lightmaps if needed
13053 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13058 R_BuildLightMap(ent, surfaces + j);
13063 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13065 R_BuildLightMap(ent, surfaces + j);
13066 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13067 GL_AlphaTest(false);
13069 // add to stats if desired
13070 if (r_speeds.integer && !skysurfaces && !depthonly)
13072 r_refdef.stats.entities_surfaces += numsurfacelist;
13073 for (j = 0;j < numsurfacelist;j++)
13074 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13077 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13080 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13082 static texture_t texture;
13083 static msurface_t surface;
13084 const msurface_t *surfacelist = &surface;
13086 // fake enough texture and surface state to render this geometry
13088 texture.update_lastrenderframe = -1; // regenerate this texture
13089 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13090 texture.currentskinframe = skinframe;
13091 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13092 texture.offsetmapping = OFFSETMAPPING_OFF;
13093 texture.offsetscale = 1;
13094 texture.specularscalemod = 1;
13095 texture.specularpowermod = 1;
13097 surface.texture = &texture;
13098 surface.num_triangles = numtriangles;
13099 surface.num_firsttriangle = firsttriangle;
13100 surface.num_vertices = numvertices;
13101 surface.num_firstvertex = firstvertex;
13104 rsurface.texture = R_GetCurrentTexture(surface.texture);
13105 rsurface.lightmaptexture = NULL;
13106 rsurface.deluxemaptexture = NULL;
13107 rsurface.uselightmaptexture = false;
13108 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13111 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)
13113 static msurface_t surface;
13114 const msurface_t *surfacelist = &surface;
13116 // fake enough texture and surface state to render this geometry
13118 surface.texture = texture;
13119 surface.num_triangles = numtriangles;
13120 surface.num_firsttriangle = firsttriangle;
13121 surface.num_vertices = numvertices;
13122 surface.num_firstvertex = firstvertex;
13125 rsurface.texture = R_GetCurrentTexture(surface.texture);
13126 rsurface.lightmaptexture = NULL;
13127 rsurface.deluxemaptexture = NULL;
13128 rsurface.uselightmaptexture = false;
13129 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);