2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 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)"};
113 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"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
153 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"};
155 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"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 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)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
231 typedef struct r_qwskincache_s
233 char name[MAX_QPATH];
234 skinframe_t *skinframe;
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
250 extern void R_DrawModelShadows(void);
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
255 for (i = 0;i < verts;i++)
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
269 for (i = 0;i < verts;i++)
279 // FIXME: move this to client?
282 if (gamemode == GAME_NEHAHRA)
284 Cvar_Set("gl_fogenable", "0");
285 Cvar_Set("gl_fogdensity", "0.2");
286 Cvar_Set("gl_fogred", "0.3");
287 Cvar_Set("gl_foggreen", "0.3");
288 Cvar_Set("gl_fogblue", "0.3");
290 r_refdef.fog_density = 0;
291 r_refdef.fog_red = 0;
292 r_refdef.fog_green = 0;
293 r_refdef.fog_blue = 0;
294 r_refdef.fog_alpha = 1;
295 r_refdef.fog_start = 0;
296 r_refdef.fog_end = 16384;
297 r_refdef.fog_height = 1<<30;
298 r_refdef.fog_fadedepth = 128;
301 static void R_BuildBlankTextures(void)
303 unsigned char data[4];
304 data[2] = 128; // normal X
305 data[1] = 128; // normal Y
306 data[0] = 255; // normal Z
307 data[3] = 128; // height
308 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 static void R_BuildNoTexture(void)
329 unsigned char pix[16][16][4];
330 // this makes a light grey/dark grey checkerboard texture
331 for (y = 0;y < 16;y++)
333 for (x = 0;x < 16;x++)
335 if ((y < 8) ^ (x < 8))
351 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
354 static void R_BuildWhiteCube(void)
356 unsigned char data[6*1*1*4];
357 memset(data, 255, sizeof(data));
358 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
361 static void R_BuildNormalizationCube(void)
365 vec_t s, t, intensity;
368 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369 for (side = 0;side < 6;side++)
371 for (y = 0;y < NORMSIZE;y++)
373 for (x = 0;x < NORMSIZE;x++)
375 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
411 intensity = 127.0f / sqrt(DotProduct(v, v));
412 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415 data[((side*64+y)*64+x)*4+3] = 255;
419 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
423 static void R_BuildFogTexture(void)
427 unsigned char data1[FOGWIDTH][4];
428 //unsigned char data2[FOGWIDTH][4];
431 r_refdef.fogmasktable_start = r_refdef.fog_start;
432 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433 r_refdef.fogmasktable_range = r_refdef.fogrange;
434 r_refdef.fogmasktable_density = r_refdef.fog_density;
436 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
439 d = (x * r - r_refdef.fogmasktable_start);
440 if(developer_extra.integer)
441 Con_DPrintf("%f ", d);
443 if (r_fog_exp2.integer)
444 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
446 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447 if(developer_extra.integer)
448 Con_DPrintf(" : %f ", alpha);
449 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450 if(developer_extra.integer)
451 Con_DPrintf(" = %f\n", alpha);
452 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
455 for (x = 0;x < FOGWIDTH;x++)
457 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462 //data2[x][0] = 255 - b;
463 //data2[x][1] = 255 - b;
464 //data2[x][2] = 255 - b;
467 if (r_texture_fogattenuation)
469 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
474 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);
475 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
479 //=======================================================================================================================================================
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "# extension GL_ARB_texture_gather : enable\n"
507 "# ifdef GL_AMD_texture_texture4\n"
508 "# extension GL_AMD_texture_texture4 : enable\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
553 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
558 "#ifdef FRAGMENT_SHADER\n"
561 " gl_FragColor = gl_Color;\n"
564 "#else // !MODE_SHOWDEPTH\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
573 "#ifdef VERTEX_SHADER\n"
576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
587 "uniform sampler2D Texture_Second;\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
607 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
609 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
611 "#ifdef USEVIEWTINT\n"
612 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
623 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
626 "#ifdef USESATURATION\n"
627 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
633 "#ifdef USEGAMMARAMPS\n"
634 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
640 "#else // !MODE_POSTPROCESS\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USESPECULAR\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
676 " gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
681 "#ifdef USESPECULAR\n"
682 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 " gl_FragColor *= tex2;\n"
687 " gl_FragColor += tex2;\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "#else // !MODE_GENERIC\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
705 " gl_FrontColor = gl_Color;\n"
706 " TexCoord = gl_MultiTexCoord0.xy;\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
718 " vec2 tc = TexCoord;\n"
719 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 " tc += BloomBlur_Parameters.xy;\n"
721 " for (i = 1;i < SAMPLES;i++)\n"
723 " color += texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
726 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
738 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 " ModelViewProjectionPosition = gl_Position;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
759 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 " // FIXME temporary hack to detect the case that the reflection\n"
764 " // gets blackened at edges due to leaving the area that contains actual\n"
766 " // Remove this 'ack once we have a better way to stop this thing from\n"
768 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
776 "#else // !MODE_REFRACTION\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
791 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
816 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " // FIXME temporary hack to detect the case that the reflection\n"
822 " // gets blackened at edges due to leaving the area that contains actual\n"
824 " // Remove this 'ack once we have a better way to stop this thing from\n"
826 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "#else // !MODE_WATER\n"
845 "// common definitions between vertex shader and fragment shader:\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
891 "uniform vec4 FogPlane;\n"
897 "// 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"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
906 "uniform sampler2D Texture_Glow;\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
921 "uniform sampler2D Texture_FogMask;\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
952 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
958 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
960 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 " // 14 sample relief mapping: linear search and then binary search\n"
970 " // this basically steps forward a small amount repeatedly until it finds\n"
971 " // itself inside solid, then jitters forward and back using decreasing\n"
972 " // amounts to find the impact\n"
973 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 " vec3 RT = vec3(TexCoord, 1);\n"
977 " OffsetVector *= 0.1;\n"
978 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
988 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
989 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
990 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
991 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
994 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 " // this basically moves forward the full distance, and then backs up based\n"
996 " // on height of samples\n"
997 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 " TexCoord += OffsetVector;\n"
1001 " OffsetVector *= 0.333;\n"
1002 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 " return TexCoord;\n"
1008 "#endif // USEOFFSETMAPPING\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1051 " vec3 adir = abs(dir);\n"
1055 " if (adir.x > adir.y)\n"
1057 " if (adir.x > adir.z) // X\n"
1061 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1072 " if (adir.y > adir.z) // Y\n"
1076 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1082 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1086 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 " stc.z += ShadowMap_Parameters.z;\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1094 " vec3 adir = abs(dir);\n"
1095 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 " stc.z += ShadowMap_Parameters.z;\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1108 " vec3 adir = abs(dir);\n"
1109 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1116 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 " 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"
1124 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1129 "# ifdef USESHADOWMAPPCF\n"
1130 "# if USESHADOWMAPPCF > 1\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 " 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"
1134 " 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"
1135 " 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"
1136 " 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"
1137 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1140 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 " vec2 offset = fract(shadowmaptc.xy);\n"
1142 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1144 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1145 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1149 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1160 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "# ifdef USESHADOWMAPPCF\n"
1165 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1166 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 " 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"
1169 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1172 "# ifdef USESHADOWMAPPCF\n"
1173 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "# ifdef GL_ARB_texture_gather\n"
1175 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1177 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1179 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 " center *= ShadowMap_TextureScale;\n"
1181 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1184 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1185 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 "# ifdef GL_EXT_gpu_shader4\n"
1190 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1192 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1194 "# if USESHADOWMAPPCF > 1\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " center *= ShadowMap_TextureScale;\n"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " 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"
1201 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1204 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1213 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1223 " // apply depth texture cubemap as light filter\n"
1224 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1226 "# ifdef USESHADOWSAMPLER\n"
1227 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1229 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1249 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 " gl_FrontColor = gl_Color;\n"
1252 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1255 " // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1263 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1268 "#endif // VERTEX_SHADER\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 " // apply offsetmapping\n"
1275 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1279 "#ifdef USEALPHAKILL\n"
1280 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1295 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1299 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1312 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1315 "#endif // VERTEX_SHADER\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1330 " // calculate viewspace pixel position\n"
1331 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1333 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 " // decode viewspace pixel normal\n"
1336 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 " // surfacenormal = pixel normal in viewspace\n"
1339 " // LightVector = pixel to light in viewspace\n"
1340 " // CubeVector = position in lightspace\n"
1341 " // eyevector = pixel to view in viewspace\n"
1342 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 " // calculate diffuse shading\n"
1346 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1349 "#ifdef USESPECULAR\n"
1350 " // calculate directional shading\n"
1351 " vec3 eyevector = position * -1.0;\n"
1352 "# ifdef USEEXACTSPECULARMATH\n"
1353 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1355 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 " fade *= ShadowMapCompare(CubeVector);\n"
1364 "#ifdef USEDIFFUSE\n"
1365 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1367 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1369 "#ifdef USESPECULAR\n"
1370 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1372 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1375 "# ifdef USECUBEFILTER\n"
1376 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 " gl_FragData[0].rgb *= cubecolor;\n"
1378 " gl_FragData[1].rgb *= cubecolor;\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 " gl_FrontColor = gl_Color;\n"
1400 " // copy the surface texcoord\n"
1401 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1405 "#ifdef USELIGHTMAP\n"
1406 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 " // transform vertex position into light attenuation/cubemap space\n"
1411 " // (-1 to +1 across the light box)\n"
1412 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1414 "# ifdef USEDIFFUSE\n"
1415 " // transform unnormalized light direction into tangent space\n"
1416 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 " // normalize it per pixel)\n"
1418 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1431 " // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1440 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 " VectorS = gl_MultiTexCoord1.xyz;\n"
1446 " VectorT = gl_MultiTexCoord2.xyz;\n"
1447 " VectorR = gl_MultiTexCoord3.xyz;\n"
1450 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "#ifdef USEREFLECTION\n"
1454 " ModelViewProjectionPosition = gl_Position;\n"
1457 "#endif // VERTEX_SHADER\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1473 "uniform myhalf3 Color_Glow;\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 " // apply offsetmapping\n"
1497 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1501 " // combine the diffuse textures (base, pants, shirt)\n"
1502 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 " if (color.a < 0.5)\n"
1507 " color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1517 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1520 " // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1527 " // get the material colors\n"
1528 " myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1533 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 " // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1557 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1560 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1563 " color.rgb = diffusetex * Color_Ambient;\n"
1565 " color.rgb *= LightColor;\n"
1566 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1570 "# ifdef USECUBEFILTER\n"
1571 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1587 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 " // convert modelspace light vector to tangentspace\n"
1591 " myhalf3 lightnormal;\n"
1592 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1608 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 " color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1630 "# ifdef USEDIFFUSE\n"
1631 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "# ifdef USESPECULAR\n"
1633 "# ifdef USEEXACTSPECULARMATH\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1636 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1639 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1641 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1644 " color.rgb = diffusetex * Color_Ambient;\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 " color.rgb *= myhalf(FogVertex());\n"
1666 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 " // 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"
1671 "#ifdef USEREFLECTION\n"
1672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 " // FIXME temporary hack to detect the case that the reflection\n"
1677 " // gets blackened at edges due to leaving the area that contains actual\n"
1679 " // Remove this 'ack once we have a better way to stop this thing from\n"
1681 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 " gl_FragColor = vec4(color);\n"
1691 "#endif // FRAGMENT_SHADER\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 =========================================================================================================================================================
1709 =========================================================================================================================================================
1713 =========================================================================================================================================================
1717 =========================================================================================================================================================
1721 =========================================================================================================================================================
1725 =========================================================================================================================================================
1729 =========================================================================================================================================================
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1774 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1786 " gl_FragColor = gl_FrontColor;\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1823 "uniform sampler2D Texture_Second,\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1843 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#ifdef USEVIEWTINT\n"
1848 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1859 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#ifdef USESATURATION\n"
1863 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#else // !MODE_POSTPROCESS\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1896 " gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#ifdef USESPECULAR\n"
1901 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1920 "out float4 gl_FragColor : COLOR\n"
1923 " gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USESPECULAR\n"
1929 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 " gl_FragColor *= tex2;\n"
1934 " gl_FragColor += tex2;\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1942 "#else // !MODE_GENERIC\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1958 " TexCoord = gl_MultiTexCoord0.xy;\n"
1959 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1974 " float2 tc = TexCoord;\n"
1975 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 " tc += BloomBlur_Parameters.xy;\n"
1977 " for (i = 1;i < SAMPLES;i++)\n"
1979 " color += tex2D(Texture_First, tc).rgb;\n"
1980 " tc += BloomBlur_Parameters.xy;\n"
1982 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 " ModelViewProjectionPosition = gl_Position;\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 " // FIXME temporary hack to detect the case that the reflection\n"
2028 " // gets blackened at edges due to leaving the area that contains actual\n"
2030 " // Remove this 'ack once we have a better way to stop this thing from\n"
2032 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "#else // !MODE_REFRACTION\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 " ModelViewProjectionPosition = gl_Position;\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2090 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 " // FIXME temporary hack to detect the case that the reflection\n"
2095 " // gets blackened at edges due to leaving the area that contains actual\n"
2097 " // Remove this 'ack once we have a better way to stop this thing from\n"
2099 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "#else // !MODE_WATER\n"
2118 "// 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"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 " // 14 sample relief mapping: linear search and then binary search\n"
2141 " // this basically steps forward a small amount repeatedly until it finds\n"
2142 " // itself inside solid, then jitters forward and back using decreasing\n"
2143 " // amounts to find the impact\n"
2144 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 RT = float3(TexCoord, 1);\n"
2148 " OffsetVector *= 0.1;\n"
2149 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 " // this basically moves forward the full distance, and then backs up based\n"
2167 " // on height of samples\n"
2168 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " TexCoord += OffsetVector;\n"
2172 " OffsetVector *= 0.333;\n"
2173 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " return TexCoord;\n"
2179 "#endif // USEOFFSETMAPPING\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2186 " float3 adir = abs(dir);\n"
2190 " if (adir.x > adir.y)\n"
2192 " if (adir.x > adir.z) // X\n"
2196 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2202 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2207 " if (adir.y > adir.z) // Y\n"
2211 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2217 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2221 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 " stc.z += ShadowMap_Parameters.z;\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 " float3 adir = abs(dir);\n"
2230 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 " stc.z += ShadowMap_Parameters.z;\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2243 " float3 adir = abs(dir);\n"
2244 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2258 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2261 "# ifdef USESHADOWSAMPLER\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 " 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"
2267 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2272 "# ifdef USESHADOWMAPPCF\n"
2273 "# if USESHADOWMAPPCF > 1\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 " 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"
2277 " 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"
2278 " 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"
2279 " 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"
2280 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2283 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 " float2 offset = frac(shadowmaptc.xy);\n"
2285 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2287 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2288 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2292 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2310 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2314 "# ifdef USESHADOWSAMPLER\n"
2315 "# ifdef USESHADOWMAPPCF\n"
2316 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2317 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 " 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"
2320 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2323 "# ifdef USESHADOWMAPPCF\n"
2324 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "# ifdef GL_ARB_texture_gather\n"
2326 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2328 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2330 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 " center *= ShadowMap_TextureScale;\n"
2332 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2335 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2336 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2340 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2341 "# if USESHADOWMAPPCF > 1\n"
2342 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 " center *= ShadowMap_TextureScale;\n"
2344 " 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"
2345 " 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"
2346 " 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"
2347 " 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"
2348 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2351 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2354 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2355 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2360 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2370 " // apply depth texture cubemap as light filter\n"
2371 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2373 "# ifdef USESHADOWSAMPLER\n"
2374 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2376 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2419 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 " gl_FrontColor = gl_Color;\n"
2422 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2425 " // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2433 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2438 "#endif // VERTEX_SHADER\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2464 " float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 " // apply offsetmapping\n"
2467 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2471 "#ifdef USEALPHAKILL\n"
2472 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2487 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2491 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2510 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2513 "#endif // VERTEX_SHADER\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2571 " // calculate viewspace pixel position\n"
2572 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 " float3 position;\n"
2575 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 " // decode viewspace pixel normal\n"
2578 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 " // surfacenormal = pixel normal in viewspace\n"
2581 " // LightVector = pixel to light in viewspace\n"
2582 " // CubeVector = position in lightspace\n"
2583 " // eyevector = pixel to view in viewspace\n"
2584 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 " // calculate diffuse shading\n"
2588 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2591 "#ifdef USESPECULAR\n"
2592 " // calculate directional shading\n"
2593 " float3 eyevector = position * -1.0;\n"
2594 "# ifdef USEEXACTSPECULARMATH\n"
2595 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2597 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 " fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2620 "#ifdef USEDIFFUSE\n"
2621 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2623 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2625 "#ifdef USESPECULAR\n"
2626 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2628 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2631 "# ifdef USECUBEFILTER\n"
2632 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 " gl_FragData0.rgb *= cubecolor;\n"
2634 " gl_FragData1.rgb *= cubecolor;\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2643 "#ifdef VERTEX_SHADER\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2701 "out float4 gl_Position : POSITION\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 " gl_FrontColor = gl_Color;\n"
2707 " // copy the surface texcoord\n"
2708 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2712 "#ifdef USELIGHTMAP\n"
2713 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 " // transform vertex position into light attenuation/cubemap space\n"
2718 " // (-1 to +1 across the light box)\n"
2719 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2721 "# ifdef USEDIFFUSE\n"
2722 " // transform unnormalized light direction into tangent space\n"
2723 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 " // normalize it per pixel)\n"
2725 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2738 " // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2747 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 " VectorS = gl_MultiTexCoord1.xyz;\n"
2753 " VectorT = gl_MultiTexCoord2.xyz;\n"
2754 " VectorR = gl_MultiTexCoord3.xyz;\n"
2757 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2760 "#ifdef USEREFLECTION\n"
2761 " ModelViewProjectionPosition = gl_Position;\n"
2764 "#endif // VERTEX_SHADER\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2810 "uniform sampler2D Texture_Glow,\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2873 "uniform half3 Color_Glow,\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2932 "out float4 gl_FragColor : COLOR\n"
2935 " float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 " // apply offsetmapping\n"
2941 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2945 " // combine the diffuse textures (base, pants, shirt)\n"
2946 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 " if (color.a < 0.5)\n"
2951 " color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2961 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2964 " // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2968 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2971 " // get the material colors\n"
2972 " half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2977 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 " // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 " half3 lightnormal = half3(normalize(LightVector));\n"
2995 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3001 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3004 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3007 " color.rgb = diffusetex * Color_Ambient;\n"
3009 " color.rgb *= LightColor;\n"
3010 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3029 "# ifdef USECUBEFILTER\n"
3030 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3039 "#ifdef USEDIFFUSE\n"
3040 " half3 lightnormal = half3(normalize(LightVector));\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3046 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 " // convert modelspace light vector to tangentspace\n"
3050 " half3 lightnormal;\n"
3051 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3067 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 " color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3089 "# ifdef USEDIFFUSE\n"
3090 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "# ifdef USESPECULAR\n"
3092 "# ifdef USEEXACTSPECULARMATH\n"
3093 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3095 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3098 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3100 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3103 " color.rgb = diffusetex * Color_Ambient;\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3117 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3125 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3129 " // 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"
3130 "#ifdef USEREFLECTION\n"
3131 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 " // FIXME temporary hack to detect the case that the reflection\n"
3136 " // gets blackened at edges due to leaving the area that contains actual\n"
3138 " // Remove this 'ack once we have a better way to stop this thing from\n"
3140 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3148 " gl_FragColor = float4(color);\n"
3150 "#endif // FRAGMENT_SHADER\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3166 //=======================================================================================================================================================
3168 typedef struct shaderpermutationinfo_s
3170 const char *pretext;
3173 shaderpermutationinfo_t;
3175 typedef struct shadermodeinfo_s
3177 const char *vertexfilename;
3178 const char *geometryfilename;
3179 const char *fragmentfilename;
3180 const char *pretext;
3185 typedef enum shaderpermutation_e
3187 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3217 shaderpermutation_t;
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3222 {"#define USEDIFFUSE\n", " diffuse"},
3223 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224 {"#define USEVIEWTINT\n", " viewtint"},
3225 {"#define USECOLORMAPPING\n", " colormapping"},
3226 {"#define USESATURATION\n", " saturation"},
3227 {"#define USEFOGINSIDE\n", " foginside"},
3228 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229 {"#define USEGAMMARAMPS\n", " gammaramps"},
3230 {"#define USECUBEFILTER\n", " cubefilter"},
3231 {"#define USEGLOW\n", " glow"},
3232 {"#define USEBLOOM\n", " bloom"},
3233 {"#define USESPECULAR\n", " specular"},
3234 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236 {"#define USEREFLECTION\n", " reflection"},
3237 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247 {"#define USEALPHAKILL\n", " alphakill"},
3248 {"#define USEREFLECTCUBE\n", " reflectcube"},
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3254 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3276 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3296 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3317 /// hash lookup data
3318 struct r_glsl_permutation_s *hashnext;
3320 unsigned int permutation;
3322 /// indicates if we have tried compiling this permutation already
3324 /// 0 if compilation failed
3326 /// locations of detected uniforms in program object, or -1 if not found
3327 int loc_Texture_First;
3328 int loc_Texture_Second;
3329 int loc_Texture_GammaRamps;
3330 int loc_Texture_Normal;
3331 int loc_Texture_Color;
3332 int loc_Texture_Gloss;
3333 int loc_Texture_Glow;
3334 int loc_Texture_SecondaryNormal;
3335 int loc_Texture_SecondaryColor;
3336 int loc_Texture_SecondaryGloss;
3337 int loc_Texture_SecondaryGlow;
3338 int loc_Texture_Pants;
3339 int loc_Texture_Shirt;
3340 int loc_Texture_FogMask;
3341 int loc_Texture_Lightmap;
3342 int loc_Texture_Deluxemap;
3343 int loc_Texture_Attenuation;
3344 int loc_Texture_Cube;
3345 int loc_Texture_Refraction;
3346 int loc_Texture_Reflection;
3347 int loc_Texture_ShadowMapRect;
3348 int loc_Texture_ShadowMapCube;
3349 int loc_Texture_ShadowMap2D;
3350 int loc_Texture_CubeProjection;
3351 int loc_Texture_ScreenDepth;
3352 int loc_Texture_ScreenNormalMap;
3353 int loc_Texture_ScreenDiffuse;
3354 int loc_Texture_ScreenSpecular;
3355 int loc_Texture_ReflectMask;
3356 int loc_Texture_ReflectCube;
3358 int loc_BloomBlur_Parameters;
3360 int loc_Color_Ambient;
3361 int loc_Color_Diffuse;
3362 int loc_Color_Specular;
3364 int loc_Color_Pants;
3365 int loc_Color_Shirt;
3366 int loc_DeferredColor_Ambient;
3367 int loc_DeferredColor_Diffuse;
3368 int loc_DeferredColor_Specular;
3369 int loc_DeferredMod_Diffuse;
3370 int loc_DeferredMod_Specular;
3371 int loc_DistortScaleRefractReflect;
3372 int loc_EyePosition;
3374 int loc_FogHeightFade;
3376 int loc_FogPlaneViewDist;
3377 int loc_FogRangeRecip;
3380 int loc_LightPosition;
3381 int loc_OffsetMapping_Scale;
3383 int loc_ReflectColor;
3384 int loc_ReflectFactor;
3385 int loc_ReflectOffset;
3386 int loc_RefractColor;
3388 int loc_ScreenCenterRefractReflect;
3389 int loc_ScreenScaleRefractReflect;
3390 int loc_ScreenToDepth;
3391 int loc_ShadowMap_Parameters;
3392 int loc_ShadowMap_TextureScale;
3393 int loc_SpecularPower;
3398 int loc_ViewTintColor;
3399 int loc_ViewToLight;
3400 int loc_ModelToLight;
3402 int loc_BackgroundTexMatrix;
3403 int loc_ModelViewProjectionMatrix;
3404 int loc_ModelViewMatrix;
3405 int loc_PixelToScreenTexCoord;
3406 int loc_ModelToReflectCube;
3408 r_glsl_permutation_t;
3410 #define SHADERPERMUTATION_HASHSIZE 256
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3421 //unsigned int hashdepth = 0;
3422 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423 r_glsl_permutation_t *p;
3424 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3426 if (p->mode == mode && p->permutation == permutation)
3428 //if (hashdepth > 10)
3429 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3434 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3436 p->permutation = permutation;
3437 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438 r_glsl_permutationhash[mode][hashindex] = p;
3439 //if (hashdepth > 10)
3440 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3447 if (!filename || !filename[0])
3449 if (!strcmp(filename, "glsl/default.glsl"))
3451 if (!glslshaderstring)
3453 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454 if (glslshaderstring)
3455 Con_DPrintf("Loading shaders from file %s...\n", filename);
3457 glslshaderstring = (char *)builtinshaderstring;
3459 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461 return shaderstring;
3463 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3466 if (printfromdisknotice)
3467 Con_DPrintf("from disk %s... ", filename);
3468 return shaderstring;
3470 return shaderstring;
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3476 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477 int vertstrings_count = 0;
3478 int geomstrings_count = 0;
3479 int fragstrings_count = 0;
3480 char *vertexstring, *geometrystring, *fragmentstring;
3481 const char *vertstrings_list[32+3];
3482 const char *geomstrings_list[32+3];
3483 const char *fragstrings_list[32+3];
3484 char permutationname[256];
3491 permutationname[0] = 0;
3492 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3496 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3498 // the first pretext is which type of shader to compile as
3499 // (later these will all be bound together as a program object)
3500 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3504 // the second pretext is the mode (for example a light source)
3505 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3510 // now add all the permutation pretexts
3511 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3513 if (permutation & (1<<i))
3515 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3522 // keep line numbers correct
3523 vertstrings_list[vertstrings_count++] = "\n";
3524 geomstrings_list[geomstrings_count++] = "\n";
3525 fragstrings_list[fragstrings_count++] = "\n";
3529 // now append the shader text itself
3530 vertstrings_list[vertstrings_count++] = vertexstring;
3531 geomstrings_list[geomstrings_count++] = geometrystring;
3532 fragstrings_list[fragstrings_count++] = fragmentstring;
3534 // if any sources were NULL, clear the respective list
3536 vertstrings_count = 0;
3537 if (!geometrystring)
3538 geomstrings_count = 0;
3539 if (!fragmentstring)
3540 fragstrings_count = 0;
3542 // compile the shader program
3543 if (vertstrings_count + geomstrings_count + fragstrings_count)
3544 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3548 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549 // look up all the uniform variable names we care about, so we don't
3550 // have to look them up every time we set them
3552 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3553 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3554 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3557 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3583 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3585 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3588 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3589 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3590 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3598 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3599 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3601 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3604 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3605 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3606 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3608 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3609 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3612 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3613 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3619 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3620 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3621 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3622 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3623 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3625 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3626 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3627 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632 // initialize the samplers to refer to the texture units we use
3633 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3634 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3635 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3636 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3637 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3638 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3639 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3640 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3644 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3645 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3646 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3647 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3648 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3649 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3650 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3651 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3652 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3653 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3654 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3655 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3656 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3658 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3660 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3662 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3664 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3667 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3671 Mem_Free(vertexstring);
3673 Mem_Free(geometrystring);
3675 Mem_Free(fragmentstring);
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3680 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681 if (r_glsl_permutation != perm)
3683 r_glsl_permutation = perm;
3684 if (!r_glsl_permutation->program)
3686 if (!r_glsl_permutation->compiled)
3687 R_GLSL_CompilePermutation(perm, mode, permutation);
3688 if (!r_glsl_permutation->program)
3690 // remove features until we find a valid permutation
3692 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3694 // reduce i more quickly whenever it would not remove any bits
3695 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696 if (!(permutation & j))
3699 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700 if (!r_glsl_permutation->compiled)
3701 R_GLSL_CompilePermutation(perm, mode, permutation);
3702 if (r_glsl_permutation->program)
3705 if (i >= SHADERPERMUTATION_COUNT)
3707 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 qglUseProgramObjectARB(0);CHECKGLERROR
3710 return; // no bit left to clear, entire mode is broken
3715 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3717 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3726 /// hash lookup data
3727 struct r_cg_permutation_s *hashnext;
3729 unsigned int permutation;
3731 /// indicates if we have tried compiling this permutation already
3733 /// 0 if compilation failed
3736 /// locations of detected parameters in programs, or NULL if not found
3737 CGparameter vp_EyePosition;
3738 CGparameter vp_FogPlane;
3739 CGparameter vp_LightDir;
3740 CGparameter vp_LightPosition;
3741 CGparameter vp_ModelToLight;
3742 CGparameter vp_TexMatrix;
3743 CGparameter vp_BackgroundTexMatrix;
3744 CGparameter vp_ModelViewProjectionMatrix;
3745 CGparameter vp_ModelViewMatrix;
3747 CGparameter fp_Texture_First;
3748 CGparameter fp_Texture_Second;
3749 CGparameter fp_Texture_GammaRamps;
3750 CGparameter fp_Texture_Normal;
3751 CGparameter fp_Texture_Color;
3752 CGparameter fp_Texture_Gloss;
3753 CGparameter fp_Texture_Glow;
3754 CGparameter fp_Texture_SecondaryNormal;
3755 CGparameter fp_Texture_SecondaryColor;
3756 CGparameter fp_Texture_SecondaryGloss;
3757 CGparameter fp_Texture_SecondaryGlow;
3758 CGparameter fp_Texture_Pants;
3759 CGparameter fp_Texture_Shirt;
3760 CGparameter fp_Texture_FogMask;
3761 CGparameter fp_Texture_Lightmap;
3762 CGparameter fp_Texture_Deluxemap;
3763 CGparameter fp_Texture_Attenuation;
3764 CGparameter fp_Texture_Cube;
3765 CGparameter fp_Texture_Refraction;
3766 CGparameter fp_Texture_Reflection;
3767 CGparameter fp_Texture_ShadowMapRect;
3768 CGparameter fp_Texture_ShadowMapCube;
3769 CGparameter fp_Texture_ShadowMap2D;
3770 CGparameter fp_Texture_CubeProjection;
3771 CGparameter fp_Texture_ScreenDepth;
3772 CGparameter fp_Texture_ScreenNormalMap;
3773 CGparameter fp_Texture_ScreenDiffuse;
3774 CGparameter fp_Texture_ScreenSpecular;
3775 CGparameter fp_Texture_ReflectMask;
3776 CGparameter fp_Texture_ReflectCube;
3777 CGparameter fp_Alpha;
3778 CGparameter fp_BloomBlur_Parameters;
3779 CGparameter fp_ClientTime;
3780 CGparameter fp_Color_Ambient;
3781 CGparameter fp_Color_Diffuse;
3782 CGparameter fp_Color_Specular;
3783 CGparameter fp_Color_Glow;
3784 CGparameter fp_Color_Pants;
3785 CGparameter fp_Color_Shirt;
3786 CGparameter fp_DeferredColor_Ambient;
3787 CGparameter fp_DeferredColor_Diffuse;
3788 CGparameter fp_DeferredColor_Specular;
3789 CGparameter fp_DeferredMod_Diffuse;
3790 CGparameter fp_DeferredMod_Specular;
3791 CGparameter fp_DistortScaleRefractReflect;
3792 CGparameter fp_EyePosition;
3793 CGparameter fp_FogColor;
3794 CGparameter fp_FogHeightFade;
3795 CGparameter fp_FogPlane;
3796 CGparameter fp_FogPlaneViewDist;
3797 CGparameter fp_FogRangeRecip;
3798 CGparameter fp_LightColor;
3799 CGparameter fp_LightDir;
3800 CGparameter fp_LightPosition;
3801 CGparameter fp_OffsetMapping_Scale;
3802 CGparameter fp_PixelSize;
3803 CGparameter fp_ReflectColor;
3804 CGparameter fp_ReflectFactor;
3805 CGparameter fp_ReflectOffset;
3806 CGparameter fp_RefractColor;
3807 CGparameter fp_Saturation;
3808 CGparameter fp_ScreenCenterRefractReflect;
3809 CGparameter fp_ScreenScaleRefractReflect;
3810 CGparameter fp_ScreenToDepth;
3811 CGparameter fp_ShadowMap_Parameters;
3812 CGparameter fp_ShadowMap_TextureScale;
3813 CGparameter fp_SpecularPower;
3814 CGparameter fp_UserVec1;
3815 CGparameter fp_UserVec2;
3816 CGparameter fp_UserVec3;
3817 CGparameter fp_UserVec4;
3818 CGparameter fp_ViewTintColor;
3819 CGparameter fp_ViewToLight;
3820 CGparameter fp_PixelToScreenTexCoord;
3821 CGparameter fp_ModelToReflectCube;
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3832 #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));}}
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3836 //unsigned int hashdepth = 0;
3837 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838 r_cg_permutation_t *p;
3839 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3841 if (p->mode == mode && p->permutation == permutation)
3843 //if (hashdepth > 10)
3844 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3849 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3851 p->permutation = permutation;
3852 p->hashnext = r_cg_permutationhash[mode][hashindex];
3853 r_cg_permutationhash[mode][hashindex] = p;
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3862 if (!filename || !filename[0])
3864 if (!strcmp(filename, "cg/default.cg"))
3866 if (!cgshaderstring)
3868 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3870 Con_DPrintf("Loading shaders from file %s...\n", filename);
3872 cgshaderstring = (char *)builtincgshaderstring;
3874 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876 return shaderstring;
3878 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 if (printfromdisknotice)
3882 Con_DPrintf("from disk %s... ", filename);
3883 return shaderstring;
3885 return shaderstring;
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3890 // TODO: load or create .fp and .vp shader files
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3896 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897 int vertstrings_count = 0, vertstring_length = 0;
3898 int geomstrings_count = 0, geomstring_length = 0;
3899 int fragstrings_count = 0, fragstring_length = 0;
3901 char *vertexstring, *geometrystring, *fragmentstring;
3902 char *vertstring, *geomstring, *fragstring;
3903 const char *vertstrings_list[32+3];
3904 const char *geomstrings_list[32+3];
3905 const char *fragstrings_list[32+3];
3906 char permutationname[256];
3907 char cachename[256];
3908 CGprofile vertexProfile;
3909 CGprofile fragmentProfile;
3917 permutationname[0] = 0;
3919 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3920 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3923 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924 strlcat(cachename, "cg/", sizeof(cachename));
3926 // the first pretext is which type of shader to compile as
3927 // (later these will all be bound together as a program object)
3928 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3932 // the second pretext is the mode (for example a light source)
3933 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937 strlcat(cachename, modeinfo->name, sizeof(cachename));
3939 // now add all the permutation pretexts
3940 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3942 if (permutation & (1<<i))
3944 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3952 // keep line numbers correct
3953 vertstrings_list[vertstrings_count++] = "\n";
3954 geomstrings_list[geomstrings_count++] = "\n";
3955 fragstrings_list[fragstrings_count++] = "\n";
3959 // replace spaces in the cachename with _ characters
3960 for (i = 0;cachename[i];i++)
3961 if (cachename[i] == ' ')
3964 // now append the shader text itself
3965 vertstrings_list[vertstrings_count++] = vertexstring;
3966 geomstrings_list[geomstrings_count++] = geometrystring;
3967 fragstrings_list[fragstrings_count++] = fragmentstring;
3969 // if any sources were NULL, clear the respective list
3971 vertstrings_count = 0;
3972 if (!geometrystring)
3973 geomstrings_count = 0;
3974 if (!fragmentstring)
3975 fragstrings_count = 0;
3977 vertstring_length = 0;
3978 for (i = 0;i < vertstrings_count;i++)
3979 vertstring_length += strlen(vertstrings_list[i]);
3980 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3984 geomstring_length = 0;
3985 for (i = 0;i < geomstrings_count;i++)
3986 geomstring_length += strlen(geomstrings_list[i]);
3987 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3991 fragstring_length = 0;
3992 for (i = 0;i < fragstrings_count;i++)
3993 fragstring_length += strlen(fragstrings_list[i]);
3994 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4000 //vertexProfile = CG_PROFILE_ARBVP1;
4001 //fragmentProfile = CG_PROFILE_ARBFP1;
4002 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4009 // try to load the cached shader, or generate one
4010 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4012 // if caching failed, do a dynamic compile for now
4014 if (vertstring[0] && !p->vprogram)
4015 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4017 if (fragstring[0] && !p->fprogram)
4018 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4021 // look up all the uniform variable names we care about, so we don't
4022 // have to look them up every time we set them
4026 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4029 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4030 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4031 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4032 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4042 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4045 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4075 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4077 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4090 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4091 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4093 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4096 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4097 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4098 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4100 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4104 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4105 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4112 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4113 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4114 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4115 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4122 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4125 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4129 Mem_Free(vertstring);
4131 Mem_Free(geomstring);
4133 Mem_Free(fragstring);
4135 Mem_Free(vertexstring);
4137 Mem_Free(geometrystring);
4139 Mem_Free(fragmentstring);
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4144 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4147 if (r_cg_permutation != perm)
4149 r_cg_permutation = perm;
4150 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4152 if (!r_cg_permutation->compiled)
4153 R_CG_CompilePermutation(perm, mode, permutation);
4154 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4156 // remove features until we find a valid permutation
4158 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4160 // reduce i more quickly whenever it would not remove any bits
4161 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162 if (!(permutation & j))
4165 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166 if (!r_cg_permutation->compiled)
4167 R_CG_CompilePermutation(perm, mode, permutation);
4168 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4171 if (i >= SHADERPERMUTATION_COUNT)
4173 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175 return; // no bit left to clear, entire mode is broken
4181 if (r_cg_permutation->vprogram)
4183 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4189 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4192 if (r_cg_permutation->fprogram)
4194 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4200 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4205 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4211 cgGLSetTextureParameter(param, R_GetTexture(tex));
4212 cgGLEnableTextureParameter(param);
4216 void R_GLSL_Restart_f(void)
4218 unsigned int i, limit;
4219 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220 Mem_Free(glslshaderstring);
4221 glslshaderstring = NULL;
4222 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223 Mem_Free(cgshaderstring);
4224 cgshaderstring = NULL;
4225 switch(vid.renderpath)
4227 case RENDERPATH_GL20:
4229 r_glsl_permutation_t *p;
4230 r_glsl_permutation = NULL;
4231 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232 for (i = 0;i < limit;i++)
4234 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4236 GL_Backend_FreeProgram(p->program);
4237 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4240 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4243 case RENDERPATH_CGGL:
4246 r_cg_permutation_t *p;
4247 r_cg_permutation = NULL;
4248 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253 for (i = 0;i < limit;i++)
4255 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4258 cgDestroyProgram(p->vprogram);
4260 cgDestroyProgram(p->fprogram);
4261 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4264 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4268 case RENDERPATH_GL13:
4269 case RENDERPATH_GL11:
4274 void R_GLSL_DumpShader_f(void)
4279 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4282 FS_Print(file, "/* The engine may define the following macros:\n");
4283 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284 for (i = 0;i < SHADERMODE_COUNT;i++)
4285 FS_Print(file, glslshadermodeinfo[i].pretext);
4286 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287 FS_Print(file, shaderpermutationinfo[i].pretext);
4288 FS_Print(file, "*/\n");
4289 FS_Print(file, builtinshaderstring);
4291 Con_Printf("glsl/default.glsl written\n");
4294 Con_Printf("failed to write to glsl/default.glsl\n");
4297 file = FS_OpenRealFile("cg/default.cg", "w", false);
4300 FS_Print(file, "/* The engine may define the following macros:\n");
4301 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302 for (i = 0;i < SHADERMODE_COUNT;i++)
4303 FS_Print(file, cgshadermodeinfo[i].pretext);
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305 FS_Print(file, shaderpermutationinfo[i].pretext);
4306 FS_Print(file, "*/\n");
4307 FS_Print(file, builtincgshaderstring);
4309 Con_Printf("cg/default.cg written\n");
4312 Con_Printf("failed to write to cg/default.cg\n");
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4319 texturemode = GL_MODULATE;
4320 switch (vid.renderpath)
4322 case RENDERPATH_GL20:
4323 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))));
4324 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4327 case RENDERPATH_CGGL:
4330 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))));
4331 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4335 case RENDERPATH_GL13:
4336 R_Mesh_TexBind(0, first );
4337 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338 R_Mesh_TexBind(1, second);
4340 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4342 case RENDERPATH_GL11:
4343 R_Mesh_TexBind(0, first );
4348 void R_SetupShader_DepthOrShadow(void)
4350 switch (vid.renderpath)
4352 case RENDERPATH_GL20:
4353 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4355 case RENDERPATH_CGGL:
4357 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4360 case RENDERPATH_GL13:
4361 R_Mesh_TexBind(0, 0);
4362 R_Mesh_TexBind(1, 0);
4364 case RENDERPATH_GL11:
4365 R_Mesh_TexBind(0, 0);
4370 void R_SetupShader_ShowDepth(void)
4372 switch (vid.renderpath)
4374 case RENDERPATH_GL20:
4375 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4377 case RENDERPATH_CGGL:
4379 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4382 case RENDERPATH_GL13:
4384 case RENDERPATH_GL11:
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4415 // select a permutation of the lighting shader appropriate to this
4416 // combination of texture, entity, light source, and fogging, only use the
4417 // minimum features necessary to avoid wasting rendering time in the
4418 // fragment shader on features that are not being used
4419 unsigned int permutation = 0;
4420 unsigned int mode = 0;
4422 if (rsurfacepass == RSURFPASS_BACKGROUND)
4424 // distorted background
4425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426 mode = SHADERMODE_WATER;
4428 mode = SHADERMODE_REFRACTION;
4429 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434 R_Mesh_ColorPointer(NULL, 0, 0);
4435 GL_AlphaTest(false);
4436 GL_BlendFunc(GL_ONE, GL_ZERO);
4438 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4440 if (r_glsl_offsetmapping.integer)
4442 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443 if (r_glsl_offsetmapping_reliefmapping.integer)
4444 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449 permutation |= SHADERPERMUTATION_ALPHAKILL;
4450 // normalmap (deferred prepass), may use alpha test on diffuse
4451 mode = SHADERMODE_DEFERREDGEOMETRY;
4452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4462 R_Mesh_ColorPointer(NULL, 0, 0);
4463 GL_AlphaTest(false);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4466 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4468 if (r_glsl_offsetmapping.integer)
4470 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471 if (r_glsl_offsetmapping_reliefmapping.integer)
4472 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4477 mode = SHADERMODE_LIGHTSOURCE;
4478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481 permutation |= SHADERPERMUTATION_CUBEFILTER;
4482 if (diffusescale > 0)
4483 permutation |= SHADERPERMUTATION_DIFFUSE;
4484 if (specularscale > 0)
4486 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487 if (r_shadow_glossexact.integer)
4488 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4490 if (r_refdef.fogenabled)
4491 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492 if (rsurface.texture->colormapping)
4493 permutation |= SHADERPERMUTATION_COLORMAPPING;
4494 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4496 if (r_shadow_usingshadowmaprect)
4497 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498 if (r_shadow_usingshadowmap2d)
4499 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500 if (r_shadow_usingshadowmapcube)
4501 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502 else if(r_shadow_shadowmapvsdct)
4503 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4505 if (r_shadow_shadowmapsampler)
4506 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507 if (r_shadow_shadowmappcf > 1)
4508 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509 else if (r_shadow_shadowmappcf)
4510 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4512 if (rsurface.texture->reflectmasktexture)
4513 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4517 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4523 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4527 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4531 R_Mesh_ColorPointer(NULL, 0, 0);
4532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4535 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4537 if (r_glsl_offsetmapping.integer)
4539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540 if (r_glsl_offsetmapping_reliefmapping.integer)
4541 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4543 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545 // unshaded geometry (fullbright or ambient model lighting)
4546 mode = SHADERMODE_FLATCOLOR;
4547 ambientscale = diffusescale = specularscale = 0;
4548 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549 permutation |= SHADERPERMUTATION_GLOW;
4550 if (r_refdef.fogenabled)
4551 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552 if (rsurface.texture->colormapping)
4553 permutation |= SHADERPERMUTATION_COLORMAPPING;
4554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555 permutation |= SHADERPERMUTATION_REFLECTION;
4556 if (rsurface.texture->reflectmasktexture)
4557 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4561 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4567 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4571 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4575 R_Mesh_ColorPointer(NULL, 0, 0);
4576 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4579 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4581 if (r_glsl_offsetmapping.integer)
4583 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584 if (r_glsl_offsetmapping_reliefmapping.integer)
4585 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589 // directional model lighting
4590 mode = SHADERMODE_LIGHTDIRECTION;
4591 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592 permutation |= SHADERPERMUTATION_GLOW;
4593 permutation |= SHADERPERMUTATION_DIFFUSE;
4594 if (specularscale > 0)
4596 permutation |= SHADERPERMUTATION_SPECULAR;
4597 if (r_shadow_glossexact.integer)
4598 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4600 if (r_refdef.fogenabled)
4601 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602 if (rsurface.texture->colormapping)
4603 permutation |= SHADERPERMUTATION_COLORMAPPING;
4604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605 permutation |= SHADERPERMUTATION_REFLECTION;
4606 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608 if (rsurface.texture->reflectmasktexture)
4609 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4613 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4619 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4623 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624 R_Mesh_ColorPointer(NULL, 0, 0);
4625 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4628 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4630 if (r_glsl_offsetmapping.integer)
4632 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633 if (r_glsl_offsetmapping_reliefmapping.integer)
4634 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4636 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638 // ambient model lighting
4639 mode = SHADERMODE_LIGHTDIRECTION;
4640 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641 permutation |= SHADERPERMUTATION_GLOW;
4642 if (r_refdef.fogenabled)
4643 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644 if (rsurface.texture->colormapping)
4645 permutation |= SHADERPERMUTATION_COLORMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647 permutation |= SHADERPERMUTATION_REFLECTION;
4648 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650 if (rsurface.texture->reflectmasktexture)
4651 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4655 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4665 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666 R_Mesh_ColorPointer(NULL, 0, 0);
4667 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 if (r_glsl_offsetmapping.integer)
4674 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675 if (r_glsl_offsetmapping_reliefmapping.integer)
4676 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4681 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682 permutation |= SHADERPERMUTATION_GLOW;
4683 if (r_refdef.fogenabled)
4684 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685 if (rsurface.texture->colormapping)
4686 permutation |= SHADERPERMUTATION_COLORMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688 permutation |= SHADERPERMUTATION_REFLECTION;
4689 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691 if (rsurface.texture->reflectmasktexture)
4692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4695 // deluxemapping (light direction texture)
4696 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4699 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 if (specularscale > 0)
4703 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704 if (r_shadow_glossexact.integer)
4705 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4707 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4711 R_Mesh_ColorPointer(NULL, 0, 0);
4713 else if (r_glsl_deluxemapping.integer >= 2)
4715 // fake deluxemapping (uniform light direction in tangentspace)
4716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717 permutation |= SHADERPERMUTATION_DIFFUSE;
4718 if (specularscale > 0)
4720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721 if (r_shadow_glossexact.integer)
4722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4724 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4728 R_Mesh_ColorPointer(NULL, 0, 0);
4730 else if (rsurface.uselightmaptexture)
4732 // ordinary lightmapping (q1bsp, q3bsp)
4733 mode = SHADERMODE_LIGHTMAP;
4734 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4742 // ordinary vertex coloring (q3bsp)
4743 mode = SHADERMODE_VERTEXCOLOR;
4744 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4747 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4750 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4756 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4760 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4763 switch(vid.renderpath)
4765 case RENDERPATH_GL20:
4766 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768 if (mode == SHADERMODE_LIGHTSOURCE)
4770 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773 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);
4774 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);
4775 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);
4777 // additive passes are only darkened by fog, not tinted
4778 if (r_glsl_permutation->loc_FogColor >= 0)
4779 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780 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]);
4781 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]);
4782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4786 if (mode == SHADERMODE_FLATCOLOR)
4788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4790 else if (mode == SHADERMODE_LIGHTDIRECTION)
4792 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]);
4793 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]);
4794 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);
4795 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);
4796 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);
4797 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]);
4798 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]);
4802 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]);
4803 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]);
4804 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);
4805 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);
4806 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);
4808 // additive passes are only darkened by fog, not tinted
4809 if (r_glsl_permutation->loc_FogColor >= 0)
4811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4814 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4816 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);
4817 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]);
4818 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]);
4819 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4825 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830 if (r_glsl_permutation->loc_Color_Pants >= 0)
4832 if (rsurface.texture->pantstexture)
4833 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4835 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4837 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4839 if (rsurface.texture->shirttexture)
4840 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4842 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4844 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]);
4845 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849 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]);
4850 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4852 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4853 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4854 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4855 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4856 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4857 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4858 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4859 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4860 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4861 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4862 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4863 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4864 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4865 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4866 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4868 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4869 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4870 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4871 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4872 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4873 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4874 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4875 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4876 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4877 if (rsurface.rtlight)
4879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4880 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4881 if (r_shadow_usingshadowmapcube)
4882 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4884 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4888 case RENDERPATH_CGGL:
4890 R_SetupShader_SetPermutationCG(mode, permutation);
4891 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892 if (mode == SHADERMODE_LIGHTSOURCE)
4894 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4899 if (mode == SHADERMODE_LIGHTDIRECTION)
4901 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
4904 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907 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
4910 if (mode == SHADERMODE_LIGHTSOURCE)
4912 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914 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
4915 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
4916 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
4918 // additive passes are only darkened by fog, not tinted
4919 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920 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
4921 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
4922 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4926 if (mode == SHADERMODE_FLATCOLOR)
4928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4930 else if (mode == SHADERMODE_LIGHTDIRECTION)
4932 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
4933 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
4934 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
4935 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
4936 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
4937 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
4938 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
4942 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
4943 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
4944 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
4945 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
4946 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
4948 // additive passes are only darkened by fog, not tinted
4949 if (r_cg_permutation->fp_FogColor)
4951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4954 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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
4958 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
4959 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
4960 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4966 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969 if (r_cg_permutation->fp_Color_Pants)
4971 if (rsurface.texture->pantstexture)
4972 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4974 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4977 if (r_cg_permutation->fp_Color_Shirt)
4979 if (rsurface.texture->shirttexture)
4980 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4982 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4985 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
4986 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990 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
4991 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4993 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4994 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4995 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5001 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5005 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5006 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5007 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
5008 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5009 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5010 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5011 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5012 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5013 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5014 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5015 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5016 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5017 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5018 if (rsurface.rtlight)
5020 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5021 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5022 if (r_shadow_usingshadowmapcube)
5023 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5025 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5031 case RENDERPATH_GL13:
5032 case RENDERPATH_GL11:
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5039 // select a permutation of the lighting shader appropriate to this
5040 // combination of texture, entity, light source, and fogging, only use the
5041 // minimum features necessary to avoid wasting rendering time in the
5042 // fragment shader on features that are not being used
5043 unsigned int permutation = 0;
5044 unsigned int mode = 0;
5045 const float *lightcolorbase = rtlight->currentcolor;
5046 float ambientscale = rtlight->ambientscale;
5047 float diffusescale = rtlight->diffusescale;
5048 float specularscale = rtlight->specularscale;
5049 // this is the location of the light in view space
5050 vec3_t viewlightorigin;
5051 // this transforms from view space (camera) to light space (cubemap)
5052 matrix4x4_t viewtolight;
5053 matrix4x4_t lighttoview;
5054 float viewtolight16f[16];
5055 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5057 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058 if (rtlight->currentcubemap != r_texture_whitecube)
5059 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060 if (diffusescale > 0)
5061 permutation |= SHADERPERMUTATION_DIFFUSE;
5062 if (specularscale > 0)
5064 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065 if (r_shadow_glossexact.integer)
5066 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5068 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5070 if (r_shadow_usingshadowmaprect)
5071 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072 if (r_shadow_usingshadowmap2d)
5073 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074 if (r_shadow_usingshadowmapcube)
5075 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076 else if(r_shadow_shadowmapvsdct)
5077 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5079 if (r_shadow_shadowmapsampler)
5080 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081 if (r_shadow_shadowmappcf > 1)
5082 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083 else if (r_shadow_shadowmappcf)
5084 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090 switch(vid.renderpath)
5092 case RENDERPATH_GL20:
5093 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5096 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);
5097 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);
5098 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);
5099 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]);
5100 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]);
5101 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));
5102 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]);
5103 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5105 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5106 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5107 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5108 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5109 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5110 if (r_shadow_usingshadowmapcube)
5111 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5113 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5115 case RENDERPATH_CGGL:
5117 R_SetupShader_SetPermutationCG(mode, permutation);
5118 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120 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
5121 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
5122 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
5123 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
5124 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
5125 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
5126 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
5127 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5134 if (r_shadow_usingshadowmapcube)
5135 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5140 case RENDERPATH_GL13:
5141 case RENDERPATH_GL11:
5146 #define SKINFRAME_HASH 1024
5150 int loadsequence; // incremented each level change
5151 memexpandablearray_t array;
5152 skinframe_t *hash[SKINFRAME_HASH];
5155 r_skinframe_t r_skinframe;
5157 void R_SkinFrame_PrepareForPurge(void)
5159 r_skinframe.loadsequence++;
5160 // wrap it without hitting zero
5161 if (r_skinframe.loadsequence >= 200)
5162 r_skinframe.loadsequence = 1;
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5169 // mark the skinframe as used for the purging code
5170 skinframe->loadsequence = r_skinframe.loadsequence;
5173 void R_SkinFrame_Purge(void)
5177 for (i = 0;i < SKINFRAME_HASH;i++)
5179 for (s = r_skinframe.hash[i];s;s = s->next)
5181 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5183 if (s->merged == s->base)
5185 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186 R_PurgeTexture(s->stain );s->stain = NULL;
5187 R_PurgeTexture(s->merged);s->merged = NULL;
5188 R_PurgeTexture(s->base );s->base = NULL;
5189 R_PurgeTexture(s->pants );s->pants = NULL;
5190 R_PurgeTexture(s->shirt );s->shirt = NULL;
5191 R_PurgeTexture(s->nmap );s->nmap = NULL;
5192 R_PurgeTexture(s->gloss );s->gloss = NULL;
5193 R_PurgeTexture(s->glow );s->glow = NULL;
5194 R_PurgeTexture(s->fog );s->fog = NULL;
5195 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196 s->loadsequence = 0;
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5204 char basename[MAX_QPATH];
5206 Image_StripImageExtension(name, basename, sizeof(basename));
5208 if( last == NULL ) {
5210 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211 item = r_skinframe.hash[hashindex];
5216 // linearly search through the hash bucket
5217 for( ; item ; item = item->next ) {
5218 if( !strcmp( item->basename, basename ) ) {
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5229 char basename[MAX_QPATH];
5231 Image_StripImageExtension(name, basename, sizeof(basename));
5233 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5239 rtexture_t *dyntexture;
5240 // check whether its a dynamic texture
5241 dyntexture = CL_GetDynTexture( basename );
5242 if (!add && !dyntexture)
5244 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245 memset(item, 0, sizeof(*item));
5246 strlcpy(item->basename, basename, sizeof(item->basename));
5247 item->base = dyntexture; // either NULL or dyntexture handle
5248 item->textureflags = textureflags;
5249 item->comparewidth = comparewidth;
5250 item->compareheight = compareheight;
5251 item->comparecrc = comparecrc;
5252 item->next = r_skinframe.hash[hashindex];
5253 r_skinframe.hash[hashindex] = item;
5255 else if( item->base == NULL )
5257 rtexture_t *dyntexture;
5258 // check whether its a dynamic texture
5259 // 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]
5260 dyntexture = CL_GetDynTexture( basename );
5261 item->base = dyntexture; // either NULL or dyntexture handle
5264 R_SkinFrame_MarkUsed(item);
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5270 unsigned long long avgcolor[5], wsum; \
5278 for(pix = 0; pix < cnt; ++pix) \
5281 for(comp = 0; comp < 3; ++comp) \
5283 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5286 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5288 for(comp = 0; comp < 3; ++comp) \
5289 avgcolor[comp] += getpixel * w; \
5292 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293 avgcolor[4] += getpixel; \
5295 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5297 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5306 unsigned char *pixels;
5307 unsigned char *bumppixels;
5308 unsigned char *basepixels = NULL;
5309 int basepixels_width = 0;
5310 int basepixels_height = 0;
5311 skinframe_t *skinframe;
5312 rtexture_t *ddsbase = NULL;
5313 qboolean ddshasalpha = false;
5314 float ddsavgcolor[4];
5315 char basename[MAX_QPATH];
5317 if (cls.state == ca_dedicated)
5320 // return an existing skinframe if already loaded
5321 // if loading of the first image fails, don't make a new skinframe as it
5322 // would cause all future lookups of this to be missing
5323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324 if (skinframe && skinframe->base)
5327 Image_StripImageExtension(name, basename, sizeof(basename));
5329 // check for DDS texture file first
5330 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5332 basepixels = loadimagepixelsbgra(name, complain, true);
5333 if (basepixels == NULL)
5337 if (developer_loading.integer)
5338 Con_Printf("loading skin \"%s\"\n", name);
5340 // we've got some pixels to store, so really allocate this new texture now
5342 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343 skinframe->stain = NULL;
5344 skinframe->merged = NULL;
5345 skinframe->base = NULL;
5346 skinframe->pants = NULL;
5347 skinframe->shirt = NULL;
5348 skinframe->nmap = NULL;
5349 skinframe->gloss = NULL;
5350 skinframe->glow = NULL;
5351 skinframe->fog = NULL;
5352 skinframe->reflect = NULL;
5353 skinframe->hasalpha = false;
5357 skinframe->base = ddsbase;
5358 skinframe->hasalpha = ddshasalpha;
5359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360 if (r_loadfog && skinframe->hasalpha)
5361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362 //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]);
5366 basepixels_width = image_width;
5367 basepixels_height = image_height;
5368 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);
5369 if (textureflags & TEXF_ALPHA)
5371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5373 if (basepixels[j] < 255)
5375 skinframe->hasalpha = true;
5379 if (r_loadfog && skinframe->hasalpha)
5381 // has transparent pixels
5382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383 for (j = 0;j < image_width * image_height * 4;j += 4)
5388 pixels[j+3] = basepixels[j+3];
5390 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);
5394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395 //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]);
5396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5404 if (r_loadnormalmap)
5405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5414 // _norm is the name used by tenebrae and has been adopted as standard
5415 if (r_loadnormalmap && skinframe->nmap == NULL)
5417 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5419 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);
5423 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5425 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427 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);
5429 Mem_Free(bumppixels);
5431 else if (r_shadow_bumpscale_basetexture.value > 0)
5433 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435 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);
5438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5442 // _luma is supported only for tenebrae compatibility
5443 // _glow is the preferred name
5444 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5446 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);
5447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449 Mem_Free(pixels);pixels = NULL;
5452 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5454 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);
5455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5463 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);
5464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5470 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5472 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);
5473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5479 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5481 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);
5482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5489 Mem_Free(basepixels);
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5498 unsigned char *temp1, *temp2;
5499 skinframe_t *skinframe;
5501 if (cls.state == ca_dedicated)
5504 // if already loaded just return it, otherwise make a new skinframe
5505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506 if (skinframe && skinframe->base)
5509 skinframe->stain = NULL;
5510 skinframe->merged = NULL;
5511 skinframe->base = NULL;
5512 skinframe->pants = NULL;
5513 skinframe->shirt = NULL;
5514 skinframe->nmap = NULL;
5515 skinframe->gloss = NULL;
5516 skinframe->glow = NULL;
5517 skinframe->fog = NULL;
5518 skinframe->reflect = NULL;
5519 skinframe->hasalpha = false;
5521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5525 if (developer_loading.integer)
5526 Con_Printf("loading 32bit skin \"%s\"\n", name);
5528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531 temp2 = temp1 + width * height * 4;
5532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (i = 3;i < width * height * 4;i += 4)
5541 if (skindata[i] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550 memcpy(fogpixels, skindata, width * height * 4);
5551 for (i = 0;i < width * height * 4;i += 4)
5552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554 Mem_Free(fogpixels);
5558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5568 skinframe_t *skinframe;
5570 if (cls.state == ca_dedicated)
5573 // if already loaded just return it, otherwise make a new skinframe
5574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575 if (skinframe && skinframe->base)
5578 skinframe->stain = NULL;
5579 skinframe->merged = NULL;
5580 skinframe->base = NULL;
5581 skinframe->pants = NULL;
5582 skinframe->shirt = NULL;
5583 skinframe->nmap = NULL;
5584 skinframe->gloss = NULL;
5585 skinframe->glow = NULL;
5586 skinframe->fog = NULL;
5587 skinframe->reflect = NULL;
5588 skinframe->hasalpha = false;
5590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5594 if (developer_loading.integer)
5595 Con_Printf("loading quake skin \"%s\"\n", name);
5597 // 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)
5598 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599 memcpy(skinframe->qpixels, skindata, width*height);
5600 skinframe->qwidth = width;
5601 skinframe->qheight = height;
5604 for (i = 0;i < width * height;i++)
5605 featuresmask |= palette_featureflags[skindata[i]];
5607 skinframe->hasalpha = false;
5608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610 skinframe->qgeneratemerged = true;
5611 skinframe->qgeneratebase = skinframe->qhascolormapping;
5612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615 //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]);
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5624 unsigned char *skindata;
5626 if (!skinframe->qpixels)
5629 if (!skinframe->qhascolormapping)
5630 colormapped = false;
5634 if (!skinframe->qgeneratebase)
5639 if (!skinframe->qgeneratemerged)
5643 width = skinframe->qwidth;
5644 height = skinframe->qheight;
5645 skindata = skinframe->qpixels;
5647 if (skinframe->qgeneratenmap)
5649 unsigned char *temp1, *temp2;
5650 skinframe->qgeneratenmap = false;
5651 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652 temp2 = temp1 + width * height * 4;
5653 // use either a custom palette or the quake palette
5654 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5660 if (skinframe->qgenerateglow)
5662 skinframe->qgenerateglow = false;
5663 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5668 skinframe->qgeneratebase = false;
5669 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);
5670 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5675 skinframe->qgeneratemerged = false;
5676 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5679 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5681 Mem_Free(skinframe->qpixels);
5682 skinframe->qpixels = NULL;
5686 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)
5689 skinframe_t *skinframe;
5691 if (cls.state == ca_dedicated)
5694 // if already loaded just return it, otherwise make a new skinframe
5695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696 if (skinframe && skinframe->base)
5699 skinframe->stain = NULL;
5700 skinframe->merged = NULL;
5701 skinframe->base = NULL;
5702 skinframe->pants = NULL;
5703 skinframe->shirt = NULL;
5704 skinframe->nmap = NULL;
5705 skinframe->gloss = NULL;
5706 skinframe->glow = NULL;
5707 skinframe->fog = NULL;
5708 skinframe->reflect = NULL;
5709 skinframe->hasalpha = false;
5711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5715 if (developer_loading.integer)
5716 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5718 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719 if (textureflags & TEXF_ALPHA)
5721 for (i = 0;i < width * height;i++)
5723 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5725 skinframe->hasalpha = true;
5729 if (r_loadfog && skinframe->hasalpha)
5730 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734 //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]);
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5741 skinframe_t *skinframe;
5743 if (cls.state == ca_dedicated)
5746 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747 skinframe->stain = NULL;
5748 skinframe->merged = NULL;
5749 skinframe->base = NULL;
5750 skinframe->pants = NULL;
5751 skinframe->shirt = NULL;
5752 skinframe->nmap = NULL;
5753 skinframe->gloss = NULL;
5754 skinframe->glow = NULL;
5755 skinframe->fog = NULL;
5756 skinframe->reflect = NULL;
5757 skinframe->hasalpha = false;
5759 skinframe->avgcolor[0] = rand() / RAND_MAX;
5760 skinframe->avgcolor[1] = rand() / RAND_MAX;
5761 skinframe->avgcolor[2] = rand() / RAND_MAX;
5762 skinframe->avgcolor[3] = 1;
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5771 qboolean flipx, flipy, flipdiagonal;
5774 static suffixinfo_t suffix[3][6] =
5777 {"px", false, false, false},
5778 {"nx", false, false, false},
5779 {"py", false, false, false},
5780 {"ny", false, false, false},
5781 {"pz", false, false, false},
5782 {"nz", false, false, false}
5785 {"posx", false, false, false},
5786 {"negx", false, false, false},
5787 {"posy", false, false, false},
5788 {"negy", false, false, false},
5789 {"posz", false, false, false},
5790 {"negz", false, false, false}
5793 {"rt", true, false, true},
5794 {"lf", false, true, true},
5795 {"ft", true, true, false},
5796 {"bk", false, false, false},
5797 {"up", true, false, true},
5798 {"dn", true, false, true}
5802 static int componentorder[4] = {0, 1, 2, 3};
5804 rtexture_t *R_LoadCubemap(const char *basename)
5806 int i, j, cubemapsize;
5807 unsigned char *cubemappixels, *image_buffer;
5808 rtexture_t *cubemaptexture;
5810 // must start 0 so the first loadimagepixels has no requested width/height
5812 cubemappixels = NULL;
5813 cubemaptexture = NULL;
5814 // keep trying different suffix groups (posx, px, rt) until one loads
5815 for (j = 0;j < 3 && !cubemappixels;j++)
5817 // load the 6 images in the suffix group
5818 for (i = 0;i < 6;i++)
5820 // generate an image name based on the base and and suffix
5821 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5823 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5825 // an image loaded, make sure width and height are equal
5826 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5828 // if this is the first image to load successfully, allocate the cubemap memory
5829 if (!cubemappixels && image_width >= 1)
5831 cubemapsize = image_width;
5832 // note this clears to black, so unavailable sides are black
5833 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5835 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5837 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);
5840 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5842 Mem_Free(image_buffer);
5846 // if a cubemap loaded, upload it
5849 if (developer_loading.integer)
5850 Con_Printf("loading cubemap \"%s\"\n", basename);
5852 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853 Mem_Free(cubemappixels);
5857 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858 if (developer_loading.integer)
5860 Con_Printf("(tried tried images ");
5861 for (j = 0;j < 3;j++)
5862 for (i = 0;i < 6;i++)
5863 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864 Con_Print(" and was unable to find any of them).\n");
5867 return cubemaptexture;
5870 rtexture_t *R_GetCubemap(const char *basename)
5873 for (i = 0;i < r_texture_numcubemaps;i++)
5874 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876 if (i >= MAX_CUBEMAPS)
5877 return r_texture_whitecube;
5878 r_texture_numcubemaps++;
5879 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881 return r_texture_cubemaps[i].texture;
5884 void R_FreeCubemaps(void)
5887 for (i = 0;i < r_texture_numcubemaps;i++)
5889 if (developer_loading.integer)
5890 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891 if (r_texture_cubemaps[i].texture)
5892 R_FreeTexture(r_texture_cubemaps[i].texture);
5894 r_texture_numcubemaps = 0;
5897 void R_Main_FreeViewCache(void)
5899 if (r_refdef.viewcache.entityvisible)
5900 Mem_Free(r_refdef.viewcache.entityvisible);
5901 if (r_refdef.viewcache.world_pvsbits)
5902 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903 if (r_refdef.viewcache.world_leafvisible)
5904 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905 if (r_refdef.viewcache.world_surfacevisible)
5906 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5910 void R_Main_ResizeViewCache(void)
5912 int numentities = r_refdef.scene.numentities;
5913 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917 if (r_refdef.viewcache.maxentities < numentities)
5919 r_refdef.viewcache.maxentities = numentities;
5920 if (r_refdef.viewcache.entityvisible)
5921 Mem_Free(r_refdef.viewcache.entityvisible);
5922 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5924 if (r_refdef.viewcache.world_numclusters != numclusters)
5926 r_refdef.viewcache.world_numclusters = numclusters;
5927 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928 if (r_refdef.viewcache.world_pvsbits)
5929 Mem_Free(r_refdef.viewcache.world_pvsbits);
5930 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5932 if (r_refdef.viewcache.world_numleafs != numleafs)
5934 r_refdef.viewcache.world_numleafs = numleafs;
5935 if (r_refdef.viewcache.world_leafvisible)
5936 Mem_Free(r_refdef.viewcache.world_leafvisible);
5937 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5939 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5941 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942 if (r_refdef.viewcache.world_surfacevisible)
5943 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5951 loadingscreentexture = NULL;
5952 r_texture_blanknormalmap = NULL;
5953 r_texture_white = NULL;
5954 r_texture_grey128 = NULL;
5955 r_texture_black = NULL;
5956 r_texture_whitecube = NULL;
5957 r_texture_normalizationcube = NULL;
5958 r_texture_fogattenuation = NULL;
5959 r_texture_gammaramps = NULL;
5960 r_texture_numcubemaps = 0;
5962 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5965 switch(vid.renderpath)
5967 case RENDERPATH_GL20:
5968 case RENDERPATH_CGGL:
5969 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970 Cvar_SetValueQuick(&gl_combine, 1);
5971 Cvar_SetValueQuick(&r_glsl, 1);
5972 r_loadnormalmap = true;
5976 case RENDERPATH_GL13:
5977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978 Cvar_SetValueQuick(&gl_combine, 1);
5979 Cvar_SetValueQuick(&r_glsl, 0);
5980 r_loadnormalmap = false;
5981 r_loadgloss = false;
5984 case RENDERPATH_GL11:
5985 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986 Cvar_SetValueQuick(&gl_combine, 0);
5987 Cvar_SetValueQuick(&r_glsl, 0);
5988 r_loadnormalmap = false;
5989 r_loadgloss = false;
5995 R_FrameData_Reset();
5999 memset(r_queries, 0, sizeof(r_queries));
6001 r_qwskincache = NULL;
6002 r_qwskincache_size = 0;
6004 // set up r_skinframe loading system for textures
6005 memset(&r_skinframe, 0, sizeof(r_skinframe));
6006 r_skinframe.loadsequence = 1;
6007 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6009 r_main_texturepool = R_AllocTexturePool();
6010 R_BuildBlankTextures();
6012 if (vid.support.arb_texture_cube_map)
6015 R_BuildNormalizationCube();
6017 r_texture_fogattenuation = NULL;
6018 r_texture_gammaramps = NULL;
6019 //r_texture_fogintensity = NULL;
6020 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021 memset(&r_waterstate, 0, sizeof(r_waterstate));
6022 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024 glslshaderstring = NULL;
6026 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028 cgshaderstring = NULL;
6030 memset(&r_svbsp, 0, sizeof (r_svbsp));
6032 r_refdef.fogmasktable_density = 0;
6035 void gl_main_shutdown(void)
6038 R_FrameData_Reset();
6040 R_Main_FreeViewCache();
6043 qglDeleteQueriesARB(r_maxqueries, r_queries);
6047 memset(r_queries, 0, sizeof(r_queries));
6049 r_qwskincache = NULL;
6050 r_qwskincache_size = 0;
6052 // clear out the r_skinframe state
6053 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054 memset(&r_skinframe, 0, sizeof(r_skinframe));
6057 Mem_Free(r_svbsp.nodes);
6058 memset(&r_svbsp, 0, sizeof (r_svbsp));
6059 R_FreeTexturePool(&r_main_texturepool);
6060 loadingscreentexture = NULL;
6061 r_texture_blanknormalmap = NULL;
6062 r_texture_white = NULL;
6063 r_texture_grey128 = NULL;
6064 r_texture_black = NULL;
6065 r_texture_whitecube = NULL;
6066 r_texture_normalizationcube = NULL;
6067 r_texture_fogattenuation = NULL;
6068 r_texture_gammaramps = NULL;
6069 r_texture_numcubemaps = 0;
6070 //r_texture_fogintensity = NULL;
6071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072 memset(&r_waterstate, 0, sizeof(r_waterstate));
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6079 // FIXME: move this code to client
6081 char *entities, entname[MAX_QPATH];
6083 Mem_Free(r_qwskincache);
6084 r_qwskincache = NULL;
6085 r_qwskincache_size = 0;
6088 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089 l = (int)strlen(entname) - 4;
6090 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6092 memcpy(entname + l, ".ent", 5);
6093 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6095 CL_ParseEntityLump(entities);
6100 if (cl.worldmodel->brush.entities)
6101 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6103 R_Main_FreeViewCache();
6105 R_FrameData_Reset();
6108 void GL_Main_Init(void)
6110 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6112 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115 if (gamemode == GAME_NEHAHRA)
6117 Cvar_RegisterVariable (&gl_fogenable);
6118 Cvar_RegisterVariable (&gl_fogdensity);
6119 Cvar_RegisterVariable (&gl_fogred);
6120 Cvar_RegisterVariable (&gl_foggreen);
6121 Cvar_RegisterVariable (&gl_fogblue);
6122 Cvar_RegisterVariable (&gl_fogstart);
6123 Cvar_RegisterVariable (&gl_fogend);
6124 Cvar_RegisterVariable (&gl_skyclip);
6126 Cvar_RegisterVariable(&r_motionblur);
6127 Cvar_RegisterVariable(&r_motionblur_maxblur);
6128 Cvar_RegisterVariable(&r_motionblur_bmin);
6129 Cvar_RegisterVariable(&r_motionblur_vmin);
6130 Cvar_RegisterVariable(&r_motionblur_vmax);
6131 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132 Cvar_RegisterVariable(&r_motionblur_randomize);
6133 Cvar_RegisterVariable(&r_damageblur);
6134 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136 Cvar_RegisterVariable(&r_equalize_entities_by);
6137 Cvar_RegisterVariable(&r_equalize_entities_to);
6138 Cvar_RegisterVariable(&r_depthfirst);
6139 Cvar_RegisterVariable(&r_useinfinitefarclip);
6140 Cvar_RegisterVariable(&r_farclip_base);
6141 Cvar_RegisterVariable(&r_farclip_world);
6142 Cvar_RegisterVariable(&r_nearclip);
6143 Cvar_RegisterVariable(&r_showbboxes);
6144 Cvar_RegisterVariable(&r_showsurfaces);
6145 Cvar_RegisterVariable(&r_showtris);
6146 Cvar_RegisterVariable(&r_shownormals);
6147 Cvar_RegisterVariable(&r_showlighting);
6148 Cvar_RegisterVariable(&r_showshadowvolumes);
6149 Cvar_RegisterVariable(&r_showcollisionbrushes);
6150 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152 Cvar_RegisterVariable(&r_showdisabledepthtest);
6153 Cvar_RegisterVariable(&r_drawportals);
6154 Cvar_RegisterVariable(&r_drawentities);
6155 Cvar_RegisterVariable(&r_cullentities_trace);
6156 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160 Cvar_RegisterVariable(&r_drawviewmodel);
6161 Cvar_RegisterVariable(&r_speeds);
6162 Cvar_RegisterVariable(&r_fullbrights);
6163 Cvar_RegisterVariable(&r_wateralpha);
6164 Cvar_RegisterVariable(&r_dynamic);
6165 Cvar_RegisterVariable(&r_fullbright);
6166 Cvar_RegisterVariable(&r_shadows);
6167 Cvar_RegisterVariable(&r_shadows_darken);
6168 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170 Cvar_RegisterVariable(&r_shadows_throwdistance);
6171 Cvar_RegisterVariable(&r_shadows_throwdirection);
6172 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177 Cvar_RegisterVariable(&r_fog_exp2);
6178 Cvar_RegisterVariable(&r_drawfog);
6179 Cvar_RegisterVariable(&r_transparentdepthmasking);
6180 Cvar_RegisterVariable(&r_texture_dds_load);
6181 Cvar_RegisterVariable(&r_texture_dds_save);
6182 Cvar_RegisterVariable(&r_textureunits);
6183 Cvar_RegisterVariable(&gl_combine);
6184 Cvar_RegisterVariable(&r_glsl);
6185 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189 Cvar_RegisterVariable(&r_glsl_postprocess);
6190 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194 Cvar_RegisterVariable(&r_water);
6195 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196 Cvar_RegisterVariable(&r_water_clippingplanebias);
6197 Cvar_RegisterVariable(&r_water_refractdistort);
6198 Cvar_RegisterVariable(&r_water_reflectdistort);
6199 Cvar_RegisterVariable(&r_lerpsprites);
6200 Cvar_RegisterVariable(&r_lerpmodels);
6201 Cvar_RegisterVariable(&r_lerplightstyles);
6202 Cvar_RegisterVariable(&r_waterscroll);
6203 Cvar_RegisterVariable(&r_bloom);
6204 Cvar_RegisterVariable(&r_bloom_colorscale);
6205 Cvar_RegisterVariable(&r_bloom_brighten);
6206 Cvar_RegisterVariable(&r_bloom_blur);
6207 Cvar_RegisterVariable(&r_bloom_resolution);
6208 Cvar_RegisterVariable(&r_bloom_colorexponent);
6209 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210 Cvar_RegisterVariable(&r_hdr);
6211 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212 Cvar_RegisterVariable(&r_hdr_glowintensity);
6213 Cvar_RegisterVariable(&r_hdr_range);
6214 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215 Cvar_RegisterVariable(&developer_texturelogging);
6216 Cvar_RegisterVariable(&gl_lightmaps);
6217 Cvar_RegisterVariable(&r_test);
6218 Cvar_RegisterVariable(&r_batchmode);
6219 Cvar_RegisterVariable(&r_glsl_saturation);
6220 Cvar_RegisterVariable(&r_framedatasize);
6221 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222 Cvar_SetValue("r_fullbrights", 0);
6223 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6225 Cvar_RegisterVariable(&r_track_sprites);
6226 Cvar_RegisterVariable(&r_track_sprites_flags);
6227 Cvar_RegisterVariable(&r_track_sprites_scalew);
6228 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6247 void Render_Init(void)
6260 R_LightningBeams_Init();
6269 extern char *ENGINE_EXTENSIONS;
6272 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274 gl_version = (const char *)qglGetString(GL_VERSION);
6275 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6279 if (!gl_platformextensions)
6280 gl_platformextensions = "";
6282 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284 Con_Printf("GL_VERSION: %s\n", gl_version);
6285 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6288 VID_CheckExtensions();
6290 // LordHavoc: report supported extensions
6291 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6293 // clear to black (loading plaque will be seen over this)
6295 qglClearColor(0,0,0,1);CHECKGLERROR
6296 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6303 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6305 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6308 p = r_refdef.view.frustum + i;
6313 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6317 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6321 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6325 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6329 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6333 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6337 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6341 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6353 for (i = 0;i < numplanes;i++)
6360 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6364 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6368 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6372 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6396 //==================================================================================
6398 // LordHavoc: this stores temporary data used within the same frame
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6405 void R_FrameData_Reset(void)
6407 if (r_framedata_base)
6408 Mem_Free(r_framedata_base);
6409 r_framedata_base = NULL;
6410 r_framedata_size = 0;
6411 r_framedata_current = 0;
6412 r_framedata_failed = false;
6415 void R_FrameData_NewFrame(void)
6418 if (r_framedata_failed)
6419 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422 if (r_framedata_size != wantedsize)
6424 r_framedata_size = wantedsize;
6425 if (r_framedata_base)
6426 Mem_Free(r_framedata_base);
6427 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6429 r_framedata_current = 0;
6430 r_framedata_failed = false;
6433 void *R_FrameData_Alloc(size_t size)
6437 // align to 16 byte boundary
6438 size = (size + 15) & ~15;
6439 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440 r_framedata_current += size;
6443 if (r_framedata_current > r_framedata_size)
6444 r_framedata_failed = true;
6446 // return NULL on everything after a failure
6447 if (r_framedata_failed)
6453 void *R_FrameData_Store(size_t size, void *data)
6455 void *d = R_FrameData_Alloc(size);
6457 memcpy(d, data, size);
6461 //==================================================================================
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6466 * Animation cache prevents re-generating mesh data for an animated model
6467 * multiple times in one frame for lighting, shadowing, reflections, etc.
6470 void R_AnimCache_Free(void)
6474 void R_AnimCache_ClearCache(void)
6477 entity_render_t *ent;
6479 for (i = 0;i < r_refdef.scene.numentities;i++)
6481 ent = r_refdef.scene.entities[i];
6482 ent->animcache_vertex3f = NULL;
6483 ent->animcache_normal3f = NULL;
6484 ent->animcache_svector3f = NULL;
6485 ent->animcache_tvector3f = NULL;
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6491 dp_model_t *model = ent->model;
6493 // see if it's already cached this frame
6494 if (ent->animcache_vertex3f)
6496 // add normals/tangents if needed
6497 if (wantnormals || wanttangents)
6499 if (ent->animcache_normal3f)
6500 wantnormals = false;
6501 if (ent->animcache_svector3f)
6502 wanttangents = false;
6503 if (wantnormals || wanttangents)
6505 numvertices = model->surfmesh.num_vertices;
6507 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6510 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6513 if (!r_framedata_failed)
6514 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6520 // see if this ent is worth caching
6521 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6523 // get some memory for this entity and generate mesh data
6524 numvertices = model->surfmesh.num_vertices;
6525 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6527 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6530 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6533 if (!r_framedata_failed)
6534 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6536 return !r_framedata_failed;
6539 void R_AnimCache_CacheVisibleEntities(void)
6542 qboolean wantnormals = !r_showsurfaces.integer;
6543 qboolean wanttangents = !r_showsurfaces.integer;
6545 switch(vid.renderpath)
6547 case RENDERPATH_GL20:
6548 case RENDERPATH_CGGL:
6550 case RENDERPATH_GL13:
6551 case RENDERPATH_GL11:
6552 wanttangents = false;
6556 // TODO: thread this
6557 // NOTE: R_PrepareRTLights() also caches entities
6559 for (i = 0;i < r_refdef.scene.numentities;i++)
6560 if (r_refdef.viewcache.entityvisible[i])
6561 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6563 if (r_shadows.integer)
6564 for (i = 0;i < r_refdef.scene.numentities;i++)
6565 if (!r_refdef.viewcache.entityvisible[i])
6566 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6569 //==================================================================================
6571 static void R_View_UpdateEntityLighting (void)
6574 entity_render_t *ent;
6575 vec3_t tempdiffusenormal, avg;
6576 vec_t f, fa, fd, fdd;
6578 for (i = 0;i < r_refdef.scene.numentities;i++)
6580 ent = r_refdef.scene.entities[i];
6582 // skip unseen models
6583 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6587 if (ent->model && ent->model->brush.num_leafs)
6589 // TODO: use modellight for r_ambient settings on world?
6590 VectorSet(ent->modellight_ambient, 0, 0, 0);
6591 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6596 // fetch the lighting from the worldmodel data
6597 VectorClear(ent->modellight_ambient);
6598 VectorClear(ent->modellight_diffuse);
6599 VectorClear(tempdiffusenormal);
6600 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6603 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605 if(ent->flags & RENDER_EQUALIZE)
6607 // first fix up ambient lighting...
6608 if(r_equalize_entities_minambient.value > 0)
6610 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6613 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614 if(fa < r_equalize_entities_minambient.value * fd)
6617 // fa'/fd' = minambient
6618 // fa'+0.25*fd' = fa+0.25*fd
6620 // fa' = fd' * minambient
6621 // fd'*(0.25+minambient) = fa+0.25*fd
6623 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6626 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627 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
6628 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6634 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6636 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6640 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6648 VectorSet(ent->modellight_ambient, 1, 1, 1);
6650 // move the light direction into modelspace coordinates for lighting code
6651 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652 if(VectorLength2(ent->modellight_lightdir) == 0)
6653 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654 VectorNormalize(ent->modellight_lightdir);
6658 #define MAX_LINEOFSIGHTTRACES 64
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6663 vec3_t boxmins, boxmaxs;
6666 dp_model_t *model = r_refdef.scene.worldmodel;
6668 if (!model || !model->brush.TraceLineOfSight)
6671 // expand the box a little
6672 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6680 VectorCopy(eye, start);
6681 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682 if (model->brush.TraceLineOfSight(model, start, end))
6685 // try various random positions
6686 for (i = 0;i < numsamples;i++)
6688 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689 if (model->brush.TraceLineOfSight(model, start, end))
6697 static void R_View_UpdateEntityVisible (void)
6702 entity_render_t *ent;
6704 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705 if (!r_drawviewmodel.integer)
6706 renderimask |= RENDER_VIEWMODEL;
6707 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6709 // worldmodel can check visibility
6710 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6711 for (i = 0;i < r_refdef.scene.numentities;i++)
6713 ent = r_refdef.scene.entities[i];
6714 if (!(ent->flags & renderimask))
6715 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)))
6716 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))
6717 r_refdef.viewcache.entityvisible[i] = true;
6719 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6721 for (i = 0;i < r_refdef.scene.numentities;i++)
6723 ent = r_refdef.scene.entities[i];
6724 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6726 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6728 continue; // temp entities do pvs only
6729 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6730 ent->last_trace_visibility = realtime;
6731 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6732 r_refdef.viewcache.entityvisible[i] = 0;
6739 // no worldmodel or it can't check visibility
6740 for (i = 0;i < r_refdef.scene.numentities;i++)
6742 ent = r_refdef.scene.entities[i];
6743 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));
6748 /// only used if skyrendermasked, and normally returns false
6749 int R_DrawBrushModelsSky (void)
6752 entity_render_t *ent;
6755 for (i = 0;i < r_refdef.scene.numentities;i++)
6757 if (!r_refdef.viewcache.entityvisible[i])
6759 ent = r_refdef.scene.entities[i];
6760 if (!ent->model || !ent->model->DrawSky)
6762 ent->model->DrawSky(ent);
6768 static void R_DrawNoModel(entity_render_t *ent);
6769 static void R_DrawModels(void)
6772 entity_render_t *ent;
6774 for (i = 0;i < r_refdef.scene.numentities;i++)
6776 if (!r_refdef.viewcache.entityvisible[i])
6778 ent = r_refdef.scene.entities[i];
6779 r_refdef.stats.entities++;
6780 if (ent->model && ent->model->Draw != NULL)
6781 ent->model->Draw(ent);
6787 static void R_DrawModelsDepth(void)
6790 entity_render_t *ent;
6792 for (i = 0;i < r_refdef.scene.numentities;i++)
6794 if (!r_refdef.viewcache.entityvisible[i])
6796 ent = r_refdef.scene.entities[i];
6797 if (ent->model && ent->model->DrawDepth != NULL)
6798 ent->model->DrawDepth(ent);
6802 static void R_DrawModelsDebug(void)
6805 entity_render_t *ent;
6807 for (i = 0;i < r_refdef.scene.numentities;i++)
6809 if (!r_refdef.viewcache.entityvisible[i])
6811 ent = r_refdef.scene.entities[i];
6812 if (ent->model && ent->model->DrawDebug != NULL)
6813 ent->model->DrawDebug(ent);
6817 static void R_DrawModelsAddWaterPlanes(void)
6820 entity_render_t *ent;
6822 for (i = 0;i < r_refdef.scene.numentities;i++)
6824 if (!r_refdef.viewcache.entityvisible[i])
6826 ent = r_refdef.scene.entities[i];
6827 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6828 ent->model->DrawAddWaterPlanes(ent);
6832 static void R_View_SetFrustum(void)
6835 double slopex, slopey;
6836 vec3_t forward, left, up, origin;
6838 // we can't trust r_refdef.view.forward and friends in reflected scenes
6839 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6842 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6843 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6844 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6845 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6846 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6847 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6848 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6849 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6850 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6851 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6852 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6853 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6857 zNear = r_refdef.nearclip;
6858 nudge = 1.0 - 1.0 / (1<<23);
6859 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6860 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6861 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6862 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6863 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6864 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6865 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6866 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6872 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6873 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6874 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6875 r_refdef.view.frustum[0].dist = m[15] - m[12];
6877 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6878 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6879 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6880 r_refdef.view.frustum[1].dist = m[15] + m[12];
6882 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6883 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6884 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6885 r_refdef.view.frustum[2].dist = m[15] - m[13];
6887 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6888 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6889 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6890 r_refdef.view.frustum[3].dist = m[15] + m[13];
6892 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6893 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6894 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6895 r_refdef.view.frustum[4].dist = m[15] - m[14];
6897 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6898 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6899 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6900 r_refdef.view.frustum[5].dist = m[15] + m[14];
6903 if (r_refdef.view.useperspective)
6905 slopex = 1.0 / r_refdef.view.frustum_x;
6906 slopey = 1.0 / r_refdef.view.frustum_y;
6907 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6908 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6909 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6910 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6911 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6913 // Leaving those out was a mistake, those were in the old code, and they
6914 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6915 // I couldn't reproduce it after adding those normalizations. --blub
6916 VectorNormalize(r_refdef.view.frustum[0].normal);
6917 VectorNormalize(r_refdef.view.frustum[1].normal);
6918 VectorNormalize(r_refdef.view.frustum[2].normal);
6919 VectorNormalize(r_refdef.view.frustum[3].normal);
6921 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6922 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]);
6923 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]);
6924 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]);
6925 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]);
6927 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6928 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6929 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6930 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6931 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6935 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6936 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6937 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6938 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6939 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6940 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6941 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6942 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6943 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6944 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6946 r_refdef.view.numfrustumplanes = 5;
6948 if (r_refdef.view.useclipplane)
6950 r_refdef.view.numfrustumplanes = 6;
6951 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6954 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6955 PlaneClassify(r_refdef.view.frustum + i);
6957 // LordHavoc: note to all quake engine coders, Quake had a special case
6958 // for 90 degrees which assumed a square view (wrong), so I removed it,
6959 // Quake2 has it disabled as well.
6961 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6962 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6963 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6964 //PlaneClassify(&frustum[0]);
6966 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6967 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6968 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6969 //PlaneClassify(&frustum[1]);
6971 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6972 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6973 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6974 //PlaneClassify(&frustum[2]);
6976 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6977 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6978 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6979 //PlaneClassify(&frustum[3]);
6982 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6983 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6984 //PlaneClassify(&frustum[4]);
6987 void R_View_Update(void)
6989 R_Main_ResizeViewCache();
6990 R_View_SetFrustum();
6991 R_View_WorldVisibility(r_refdef.view.useclipplane);
6992 R_View_UpdateEntityVisible();
6993 R_View_UpdateEntityLighting();
6996 void R_SetupView(qboolean allowwaterclippingplane)
6998 const float *customclipplane = NULL;
7000 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7002 // LordHavoc: couldn't figure out how to make this approach the
7003 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7004 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7005 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7006 dist = r_refdef.view.clipplane.dist;
7007 plane[0] = r_refdef.view.clipplane.normal[0];
7008 plane[1] = r_refdef.view.clipplane.normal[1];
7009 plane[2] = r_refdef.view.clipplane.normal[2];
7011 customclipplane = plane;
7014 if (!r_refdef.view.useperspective)
7015 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);
7016 else if (vid.stencil && r_useinfinitefarclip.integer)
7017 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);
7019 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);
7020 R_SetViewport(&r_refdef.view.viewport);
7023 void R_EntityMatrix(const matrix4x4_t *matrix)
7025 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7027 gl_modelmatrixchanged = false;
7028 gl_modelmatrix = *matrix;
7029 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7030 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7031 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7032 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7034 switch(vid.renderpath)
7036 case RENDERPATH_GL20:
7037 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7038 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7039 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7041 case RENDERPATH_CGGL:
7044 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7045 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7046 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7049 case RENDERPATH_GL13:
7050 case RENDERPATH_GL11:
7051 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7057 void R_ResetViewRendering2D(void)
7059 r_viewport_t viewport;
7062 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7063 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);
7064 R_SetViewport(&viewport);
7065 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7066 GL_Color(1, 1, 1, 1);
7067 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7068 GL_BlendFunc(GL_ONE, GL_ZERO);
7069 GL_AlphaTest(false);
7070 GL_ScissorTest(false);
7071 GL_DepthMask(false);
7072 GL_DepthRange(0, 1);
7073 GL_DepthTest(false);
7074 R_EntityMatrix(&identitymatrix);
7075 R_Mesh_ResetTextureState();
7076 GL_PolygonOffset(0, 0);
7077 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7078 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7079 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7080 qglStencilMask(~0);CHECKGLERROR
7081 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7082 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7083 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7086 void R_ResetViewRendering3D(void)
7091 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7092 GL_Color(1, 1, 1, 1);
7093 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7094 GL_BlendFunc(GL_ONE, GL_ZERO);
7095 GL_AlphaTest(false);
7096 GL_ScissorTest(true);
7098 GL_DepthRange(0, 1);
7100 R_EntityMatrix(&identitymatrix);
7101 R_Mesh_ResetTextureState();
7102 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7103 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7104 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7105 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7106 qglStencilMask(~0);CHECKGLERROR
7107 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7108 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7109 GL_CullFace(r_refdef.view.cullface_back);
7112 void R_RenderScene(void);
7113 void R_RenderWaterPlanes(void);
7115 static void R_Water_StartFrame(void)
7118 int waterwidth, waterheight, texturewidth, textureheight;
7119 r_waterstate_waterplane_t *p;
7121 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7124 switch(vid.renderpath)
7126 case RENDERPATH_GL20:
7127 case RENDERPATH_CGGL:
7129 case RENDERPATH_GL13:
7130 case RENDERPATH_GL11:
7134 // set waterwidth and waterheight to the water resolution that will be
7135 // used (often less than the screen resolution for faster rendering)
7136 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7137 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7139 // calculate desired texture sizes
7140 // can't use water if the card does not support the texture size
7141 if (!r_water.integer || r_showsurfaces.integer)
7142 texturewidth = textureheight = waterwidth = waterheight = 0;
7143 else if (vid.support.arb_texture_non_power_of_two)
7145 texturewidth = waterwidth;
7146 textureheight = waterheight;
7150 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7151 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7154 // allocate textures as needed
7155 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7157 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7158 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7160 if (p->texture_refraction)
7161 R_FreeTexture(p->texture_refraction);
7162 p->texture_refraction = NULL;
7163 if (p->texture_reflection)
7164 R_FreeTexture(p->texture_reflection);
7165 p->texture_reflection = NULL;
7167 memset(&r_waterstate, 0, sizeof(r_waterstate));
7168 r_waterstate.texturewidth = texturewidth;
7169 r_waterstate.textureheight = textureheight;
7172 if (r_waterstate.texturewidth)
7174 r_waterstate.enabled = true;
7176 // when doing a reduced render (HDR) we want to use a smaller area
7177 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7178 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7180 // set up variables that will be used in shader setup
7181 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7182 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7183 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7184 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7187 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7188 r_waterstate.numwaterplanes = 0;
7191 void R_Water_AddWaterPlane(msurface_t *surface)
7193 int triangleindex, planeindex;
7199 r_waterstate_waterplane_t *p;
7200 texture_t *t = R_GetCurrentTexture(surface->texture);
7201 // just use the first triangle with a valid normal for any decisions
7202 VectorClear(normal);
7203 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7205 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7206 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7207 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7208 TriangleNormal(vert[0], vert[1], vert[2], normal);
7209 if (VectorLength2(normal) >= 0.001)
7213 VectorCopy(normal, plane.normal);
7214 VectorNormalize(plane.normal);
7215 plane.dist = DotProduct(vert[0], plane.normal);
7216 PlaneClassify(&plane);
7217 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7219 // skip backfaces (except if nocullface is set)
7220 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7222 VectorNegate(plane.normal, plane.normal);
7224 PlaneClassify(&plane);
7228 // find a matching plane if there is one
7229 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7230 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7232 if (planeindex >= r_waterstate.maxwaterplanes)
7233 return; // nothing we can do, out of planes
7235 // if this triangle does not fit any known plane rendered this frame, add one
7236 if (planeindex >= r_waterstate.numwaterplanes)
7238 // store the new plane
7239 r_waterstate.numwaterplanes++;
7241 // clear materialflags and pvs
7242 p->materialflags = 0;
7243 p->pvsvalid = false;
7245 // merge this surface's materialflags into the waterplane
7246 p->materialflags |= t->currentmaterialflags;
7247 // merge this surface's PVS into the waterplane
7248 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7249 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7250 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7252 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7257 static void R_Water_ProcessPlanes(void)
7259 r_refdef_view_t originalview;
7260 r_refdef_view_t myview;
7262 r_waterstate_waterplane_t *p;
7264 originalview = r_refdef.view;
7266 // make sure enough textures are allocated
7267 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7269 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7271 if (!p->texture_refraction)
7272 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);
7273 if (!p->texture_refraction)
7277 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7279 if (!p->texture_reflection)
7280 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);
7281 if (!p->texture_reflection)
7287 r_refdef.view = originalview;
7288 r_refdef.view.showdebug = false;
7289 r_refdef.view.width = r_waterstate.waterwidth;
7290 r_refdef.view.height = r_waterstate.waterheight;
7291 r_refdef.view.useclipplane = true;
7292 myview = r_refdef.view;
7293 r_waterstate.renderingscene = true;
7294 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7296 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7298 r_refdef.view = myview;
7299 // render reflected scene and copy into texture
7300 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7301 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7302 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7303 r_refdef.view.clipplane = p->plane;
7304 // reverse the cullface settings for this render
7305 r_refdef.view.cullface_front = GL_FRONT;
7306 r_refdef.view.cullface_back = GL_BACK;
7307 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7309 r_refdef.view.usecustompvs = true;
7311 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7313 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7316 R_ResetViewRendering3D();
7317 R_ClearScreen(r_refdef.fogenabled);
7321 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);
7324 // render the normal view scene and copy into texture
7325 // (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)
7326 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7328 r_refdef.view = myview;
7329 r_refdef.view.clipplane = p->plane;
7330 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7331 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7332 PlaneClassify(&r_refdef.view.clipplane);
7334 R_ResetViewRendering3D();
7335 R_ClearScreen(r_refdef.fogenabled);
7339 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);
7343 r_waterstate.renderingscene = false;
7344 r_refdef.view = originalview;
7345 R_ResetViewRendering3D();
7346 R_ClearScreen(r_refdef.fogenabled);
7350 r_refdef.view = originalview;
7351 r_waterstate.renderingscene = false;
7352 Cvar_SetValueQuick(&r_water, 0);
7353 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7357 void R_Bloom_StartFrame(void)
7359 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7361 switch(vid.renderpath)
7363 case RENDERPATH_GL20:
7364 case RENDERPATH_CGGL:
7366 case RENDERPATH_GL13:
7367 case RENDERPATH_GL11:
7371 // set bloomwidth and bloomheight to the bloom resolution that will be
7372 // used (often less than the screen resolution for faster rendering)
7373 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7374 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7375 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7376 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7377 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7379 // calculate desired texture sizes
7380 if (vid.support.arb_texture_non_power_of_two)
7382 screentexturewidth = r_refdef.view.width;
7383 screentextureheight = r_refdef.view.height;
7384 bloomtexturewidth = r_bloomstate.bloomwidth;
7385 bloomtextureheight = r_bloomstate.bloomheight;
7389 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7390 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7391 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7392 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7395 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))
7397 Cvar_SetValueQuick(&r_hdr, 0);
7398 Cvar_SetValueQuick(&r_bloom, 0);
7399 Cvar_SetValueQuick(&r_motionblur, 0);
7400 Cvar_SetValueQuick(&r_damageblur, 0);
7403 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)))
7404 screentexturewidth = screentextureheight = 0;
7405 if (!r_hdr.integer && !r_bloom.integer)
7406 bloomtexturewidth = bloomtextureheight = 0;
7408 // allocate textures as needed
7409 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7411 if (r_bloomstate.texture_screen)
7412 R_FreeTexture(r_bloomstate.texture_screen);
7413 r_bloomstate.texture_screen = NULL;
7414 r_bloomstate.screentexturewidth = screentexturewidth;
7415 r_bloomstate.screentextureheight = screentextureheight;
7416 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7417 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7419 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7421 if (r_bloomstate.texture_bloom)
7422 R_FreeTexture(r_bloomstate.texture_bloom);
7423 r_bloomstate.texture_bloom = NULL;
7424 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7425 r_bloomstate.bloomtextureheight = bloomtextureheight;
7426 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7427 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7430 // when doing a reduced render (HDR) we want to use a smaller area
7431 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7432 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7433 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7434 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7435 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7437 // set up a texcoord array for the full resolution screen image
7438 // (we have to keep this around to copy back during final render)
7439 r_bloomstate.screentexcoord2f[0] = 0;
7440 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7441 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7442 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7443 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7444 r_bloomstate.screentexcoord2f[5] = 0;
7445 r_bloomstate.screentexcoord2f[6] = 0;
7446 r_bloomstate.screentexcoord2f[7] = 0;
7448 // set up a texcoord array for the reduced resolution bloom image
7449 // (which will be additive blended over the screen image)
7450 r_bloomstate.bloomtexcoord2f[0] = 0;
7451 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7452 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7453 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7454 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7455 r_bloomstate.bloomtexcoord2f[5] = 0;
7456 r_bloomstate.bloomtexcoord2f[6] = 0;
7457 r_bloomstate.bloomtexcoord2f[7] = 0;
7459 if (r_hdr.integer || r_bloom.integer)
7461 r_bloomstate.enabled = true;
7462 r_bloomstate.hdr = r_hdr.integer != 0;
7465 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);
7468 void R_Bloom_CopyBloomTexture(float colorscale)
7470 r_refdef.stats.bloom++;
7472 // scale down screen texture to the bloom texture size
7474 R_SetViewport(&r_bloomstate.viewport);
7475 GL_BlendFunc(GL_ONE, GL_ZERO);
7476 GL_Color(colorscale, colorscale, colorscale, 1);
7477 // TODO: optimize with multitexture or GLSL
7478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7479 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7480 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7481 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7483 // we now have a bloom image in the framebuffer
7484 // copy it into the bloom image texture for later processing
7485 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);
7486 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7489 void R_Bloom_CopyHDRTexture(void)
7491 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);
7492 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7495 void R_Bloom_MakeTexture(void)
7498 float xoffset, yoffset, r, brighten;
7500 r_refdef.stats.bloom++;
7502 R_ResetViewRendering2D();
7503 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7504 R_Mesh_ColorPointer(NULL, 0, 0);
7506 // we have a bloom image in the framebuffer
7508 R_SetViewport(&r_bloomstate.viewport);
7510 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7513 r = bound(0, r_bloom_colorexponent.value / x, 1);
7514 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7515 GL_Color(r, r, r, 1);
7516 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7517 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7518 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7519 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7521 // copy the vertically blurred bloom view to a texture
7522 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);
7523 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7526 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7527 brighten = r_bloom_brighten.value;
7529 brighten *= r_hdr_range.value;
7530 brighten = sqrt(brighten);
7532 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7533 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7534 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7536 for (dir = 0;dir < 2;dir++)
7538 // blend on at multiple vertical offsets to achieve a vertical blur
7539 // TODO: do offset blends using GLSL
7540 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7541 GL_BlendFunc(GL_ONE, GL_ZERO);
7542 for (x = -range;x <= range;x++)
7544 if (!dir){xoffset = 0;yoffset = x;}
7545 else {xoffset = x;yoffset = 0;}
7546 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7547 yoffset /= (float)r_bloomstate.bloomtextureheight;
7548 // compute a texcoord array with the specified x and y offset
7549 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7550 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7551 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7552 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7553 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7554 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7555 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7556 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7557 // this r value looks like a 'dot' particle, fading sharply to
7558 // black at the edges
7559 // (probably not realistic but looks good enough)
7560 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7561 //r = brighten/(range*2+1);
7562 r = brighten / (range * 2 + 1);
7564 r *= (1 - x*x/(float)(range*range));
7565 GL_Color(r, r, r, 1);
7566 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7567 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7568 GL_BlendFunc(GL_ONE, GL_ONE);
7571 // copy the vertically blurred bloom view to a texture
7572 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);
7573 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7576 // apply subtract last
7577 // (just like it would be in a GLSL shader)
7578 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7580 GL_BlendFunc(GL_ONE, GL_ZERO);
7581 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7582 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7583 GL_Color(1, 1, 1, 1);
7584 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7585 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7587 GL_BlendFunc(GL_ONE, GL_ONE);
7588 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7589 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7590 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7591 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7592 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7593 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7594 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7596 // copy the darkened bloom view to a texture
7597 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);
7598 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7602 void R_HDR_RenderBloomTexture(void)
7604 int oldwidth, oldheight;
7605 float oldcolorscale;
7607 oldcolorscale = r_refdef.view.colorscale;
7608 oldwidth = r_refdef.view.width;
7609 oldheight = r_refdef.view.height;
7610 r_refdef.view.width = r_bloomstate.bloomwidth;
7611 r_refdef.view.height = r_bloomstate.bloomheight;
7613 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7614 // TODO: add exposure compensation features
7615 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7617 r_refdef.view.showdebug = false;
7618 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7620 R_ResetViewRendering3D();
7622 R_ClearScreen(r_refdef.fogenabled);
7623 if (r_timereport_active)
7624 R_TimeReport("HDRclear");
7627 if (r_timereport_active)
7628 R_TimeReport("visibility");
7630 // only do secondary renders with HDR if r_hdr is 2 or higher
7631 r_waterstate.numwaterplanes = 0;
7632 if (r_waterstate.enabled && r_hdr.integer >= 2)
7633 R_RenderWaterPlanes();
7635 r_refdef.view.showdebug = true;
7637 r_waterstate.numwaterplanes = 0;
7639 R_ResetViewRendering2D();
7641 R_Bloom_CopyHDRTexture();
7642 R_Bloom_MakeTexture();
7644 // restore the view settings
7645 r_refdef.view.width = oldwidth;
7646 r_refdef.view.height = oldheight;
7647 r_refdef.view.colorscale = oldcolorscale;
7649 R_ResetViewRendering3D();
7651 R_ClearScreen(r_refdef.fogenabled);
7652 if (r_timereport_active)
7653 R_TimeReport("viewclear");
7656 static void R_BlendView(void)
7658 unsigned int permutation;
7659 float uservecs[4][4];
7661 switch (vid.renderpath)
7663 case RENDERPATH_GL20:
7664 case RENDERPATH_CGGL:
7666 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7667 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7668 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7669 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7670 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7672 if (r_bloomstate.texture_screen)
7674 // make sure the buffer is available
7675 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7677 R_ResetViewRendering2D();
7678 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7679 R_Mesh_ColorPointer(NULL, 0, 0);
7681 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7683 // declare variables
7685 static float avgspeed;
7687 speed = VectorLength(cl.movement_velocity);
7689 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7690 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7692 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7693 speed = bound(0, speed, 1);
7694 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7696 // calculate values into a standard alpha
7697 cl.motionbluralpha = 1 - exp(-
7699 (r_motionblur.value * speed / 80)
7701 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7704 max(0.0001, cl.time - cl.oldtime) // fps independent
7707 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7708 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7710 if (cl.motionbluralpha > 0)
7712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7713 GL_Color(1, 1, 1, cl.motionbluralpha);
7714 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7715 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7716 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7717 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7721 // copy view into the screen texture
7722 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);
7723 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7725 else if (!r_bloomstate.texture_bloom)
7727 // we may still have to do view tint...
7728 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7730 // apply a color tint to the whole view
7731 R_ResetViewRendering2D();
7732 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7733 R_Mesh_ColorPointer(NULL, 0, 0);
7734 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7735 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7736 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7737 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7739 break; // no screen processing, no bloom, skip it
7742 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7744 // render simple bloom effect
7745 // copy the screen and shrink it and darken it for the bloom process
7746 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7747 // make the bloom texture
7748 R_Bloom_MakeTexture();
7751 #if _MSC_VER >= 1400
7752 #define sscanf sscanf_s
7754 memset(uservecs, 0, sizeof(uservecs));
7755 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7756 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7757 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7758 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7760 R_ResetViewRendering2D();
7761 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7762 R_Mesh_ColorPointer(NULL, 0, 0);
7763 GL_Color(1, 1, 1, 1);
7764 GL_BlendFunc(GL_ONE, GL_ZERO);
7765 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7766 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7768 switch(vid.renderpath)
7770 case RENDERPATH_GL20:
7771 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7772 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7773 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7774 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7775 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]);
7776 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7777 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7778 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]);
7779 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]);
7780 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]);
7781 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]);
7782 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7783 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7785 case RENDERPATH_CGGL:
7787 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7788 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7789 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7790 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7791 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
7792 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7793 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7794 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
7795 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
7796 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
7797 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
7798 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7799 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7805 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7806 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7808 case RENDERPATH_GL13:
7809 case RENDERPATH_GL11:
7810 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7812 // apply a color tint to the whole view
7813 R_ResetViewRendering2D();
7814 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7815 R_Mesh_ColorPointer(NULL, 0, 0);
7816 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7817 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7818 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7819 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7825 matrix4x4_t r_waterscrollmatrix;
7827 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7829 if (r_refdef.fog_density)
7831 r_refdef.fogcolor[0] = r_refdef.fog_red;
7832 r_refdef.fogcolor[1] = r_refdef.fog_green;
7833 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7835 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7836 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7837 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7838 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7842 VectorCopy(r_refdef.fogcolor, fogvec);
7843 // color.rgb *= ContrastBoost * SceneBrightness;
7844 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7845 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7846 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7847 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7852 void R_UpdateVariables(void)
7856 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7858 r_refdef.farclip = r_farclip_base.value;
7859 if (r_refdef.scene.worldmodel)
7860 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7861 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7863 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7864 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7865 r_refdef.polygonfactor = 0;
7866 r_refdef.polygonoffset = 0;
7867 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7868 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7870 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7871 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7872 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7873 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7874 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7875 if (r_showsurfaces.integer)
7877 r_refdef.scene.rtworld = false;
7878 r_refdef.scene.rtworldshadows = false;
7879 r_refdef.scene.rtdlight = false;
7880 r_refdef.scene.rtdlightshadows = false;
7881 r_refdef.lightmapintensity = 0;
7884 if (gamemode == GAME_NEHAHRA)
7886 if (gl_fogenable.integer)
7888 r_refdef.oldgl_fogenable = true;
7889 r_refdef.fog_density = gl_fogdensity.value;
7890 r_refdef.fog_red = gl_fogred.value;
7891 r_refdef.fog_green = gl_foggreen.value;
7892 r_refdef.fog_blue = gl_fogblue.value;
7893 r_refdef.fog_alpha = 1;
7894 r_refdef.fog_start = 0;
7895 r_refdef.fog_end = gl_skyclip.value;
7896 r_refdef.fog_height = 1<<30;
7897 r_refdef.fog_fadedepth = 128;
7899 else if (r_refdef.oldgl_fogenable)
7901 r_refdef.oldgl_fogenable = false;
7902 r_refdef.fog_density = 0;
7903 r_refdef.fog_red = 0;
7904 r_refdef.fog_green = 0;
7905 r_refdef.fog_blue = 0;
7906 r_refdef.fog_alpha = 0;
7907 r_refdef.fog_start = 0;
7908 r_refdef.fog_end = 0;
7909 r_refdef.fog_height = 1<<30;
7910 r_refdef.fog_fadedepth = 128;
7914 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7915 r_refdef.fog_start = max(0, r_refdef.fog_start);
7916 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7918 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7920 if (r_refdef.fog_density && r_drawfog.integer)
7922 r_refdef.fogenabled = true;
7923 // this is the point where the fog reaches 0.9986 alpha, which we
7924 // consider a good enough cutoff point for the texture
7925 // (0.9986 * 256 == 255.6)
7926 if (r_fog_exp2.integer)
7927 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7929 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7930 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7931 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7932 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7933 // fog color was already set
7934 // update the fog texture
7935 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)
7936 R_BuildFogTexture();
7939 r_refdef.fogenabled = false;
7941 switch(vid.renderpath)
7943 case RENDERPATH_GL20:
7944 case RENDERPATH_CGGL:
7945 if(v_glslgamma.integer && !vid_gammatables_trivial)
7947 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7949 // build GLSL gamma texture
7950 #define RAMPWIDTH 256
7951 unsigned short ramp[RAMPWIDTH * 3];
7952 unsigned char rampbgr[RAMPWIDTH][4];
7955 r_texture_gammaramps_serial = vid_gammatables_serial;
7957 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7958 for(i = 0; i < RAMPWIDTH; ++i)
7960 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7961 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7962 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7965 if (r_texture_gammaramps)
7967 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7971 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);
7977 // remove GLSL gamma texture
7980 case RENDERPATH_GL13:
7981 case RENDERPATH_GL11:
7986 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7987 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7993 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7994 if( scenetype != r_currentscenetype ) {
7995 // store the old scenetype
7996 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7997 r_currentscenetype = scenetype;
7998 // move in the new scene
7999 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8008 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8010 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8011 if( scenetype == r_currentscenetype ) {
8012 return &r_refdef.scene;
8014 return &r_scenes_store[ scenetype ];
8023 void R_RenderView(void)
8025 if (r_timereport_active)
8026 R_TimeReport("start");
8027 r_textureframe++; // used only by R_GetCurrentTexture
8028 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8030 if (!r_drawentities.integer)
8031 r_refdef.scene.numentities = 0;
8033 R_AnimCache_ClearCache();
8034 R_FrameData_NewFrame();
8036 if (r_refdef.view.isoverlay)
8038 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8039 GL_Clear( GL_DEPTH_BUFFER_BIT );
8040 R_TimeReport("depthclear");
8042 r_refdef.view.showdebug = false;
8044 r_waterstate.enabled = false;
8045 r_waterstate.numwaterplanes = 0;
8053 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8054 return; //Host_Error ("R_RenderView: NULL worldmodel");
8056 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8058 // break apart the view matrix into vectors for various purposes
8059 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8060 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8061 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8062 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8063 // make an inverted copy of the view matrix for tracking sprites
8064 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8066 R_Shadow_UpdateWorldLightSelection();
8068 R_Bloom_StartFrame();
8069 R_Water_StartFrame();
8072 if (r_timereport_active)
8073 R_TimeReport("viewsetup");
8075 R_ResetViewRendering3D();
8077 if (r_refdef.view.clear || r_refdef.fogenabled)
8079 R_ClearScreen(r_refdef.fogenabled);
8080 if (r_timereport_active)
8081 R_TimeReport("viewclear");
8083 r_refdef.view.clear = true;
8085 // this produces a bloom texture to be used in R_BlendView() later
8086 if (r_hdr.integer && r_bloomstate.bloomwidth)
8088 R_HDR_RenderBloomTexture();
8089 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8090 r_textureframe++; // used only by R_GetCurrentTexture
8093 r_refdef.view.showdebug = true;
8096 if (r_timereport_active)
8097 R_TimeReport("visibility");
8099 r_waterstate.numwaterplanes = 0;
8100 if (r_waterstate.enabled)
8101 R_RenderWaterPlanes();
8104 r_waterstate.numwaterplanes = 0;
8107 if (r_timereport_active)
8108 R_TimeReport("blendview");
8110 GL_Scissor(0, 0, vid.width, vid.height);
8111 GL_ScissorTest(false);
8115 void R_RenderWaterPlanes(void)
8117 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8119 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8120 if (r_timereport_active)
8121 R_TimeReport("waterworld");
8124 // don't let sound skip if going slow
8125 if (r_refdef.scene.extraupdate)
8128 R_DrawModelsAddWaterPlanes();
8129 if (r_timereport_active)
8130 R_TimeReport("watermodels");
8132 if (r_waterstate.numwaterplanes)
8134 R_Water_ProcessPlanes();
8135 if (r_timereport_active)
8136 R_TimeReport("waterscenes");
8140 extern void R_DrawLightningBeams (void);
8141 extern void VM_CL_AddPolygonsToMeshQueue (void);
8142 extern void R_DrawPortals (void);
8143 extern cvar_t cl_locs_show;
8144 static void R_DrawLocs(void);
8145 static void R_DrawEntityBBoxes(void);
8146 static void R_DrawModelDecals(void);
8147 extern cvar_t cl_decals_newsystem;
8148 extern qboolean r_shadow_usingdeferredprepass;
8149 void R_RenderScene(void)
8151 r_refdef.stats.renders++;
8155 // don't let sound skip if going slow
8156 if (r_refdef.scene.extraupdate)
8159 R_MeshQueue_BeginScene();
8163 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);
8165 if (cl.csqc_vidvars.drawworld)
8167 // don't let sound skip if going slow
8168 if (r_refdef.scene.extraupdate)
8171 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8173 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8174 if (r_timereport_active)
8175 R_TimeReport("worldsky");
8178 if (R_DrawBrushModelsSky() && r_timereport_active)
8179 R_TimeReport("bmodelsky");
8181 if (skyrendermasked && skyrenderlater)
8183 // we have to force off the water clipping plane while rendering sky
8184 qboolean save = r_refdef.view.showdebug;
8186 r_refdef.view.showdebug = false;
8188 r_refdef.view.showdebug = save;
8190 if (r_timereport_active)
8191 R_TimeReport("sky");
8195 R_AnimCache_CacheVisibleEntities();
8196 if (r_timereport_active)
8197 R_TimeReport("animation");
8199 R_Shadow_PrepareLights();
8200 if (r_timereport_active)
8201 R_TimeReport("preparelights");
8203 if (r_shadow_usingdeferredprepass)
8204 R_Shadow_DrawPrepass();
8206 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8208 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8209 if (r_timereport_active)
8210 R_TimeReport("worlddepth");
8212 if (r_depthfirst.integer >= 2)
8214 R_DrawModelsDepth();
8215 if (r_timereport_active)
8216 R_TimeReport("modeldepth");
8219 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8221 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8222 if (r_timereport_active)
8223 R_TimeReport("world");
8226 // don't let sound skip if going slow
8227 if (r_refdef.scene.extraupdate)
8231 if (r_timereport_active)
8232 R_TimeReport("models");
8234 // don't let sound skip if going slow
8235 if (r_refdef.scene.extraupdate)
8238 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8240 R_DrawModelShadows();
8241 R_ResetViewRendering3D();
8242 // don't let sound skip if going slow
8243 if (r_refdef.scene.extraupdate)
8247 if (!r_shadow_usingdeferredprepass)
8249 R_Shadow_DrawLights();
8250 if (r_timereport_active)
8251 R_TimeReport("rtlights");
8254 // don't let sound skip if going slow
8255 if (r_refdef.scene.extraupdate)
8258 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8260 R_DrawModelShadows();
8261 R_ResetViewRendering3D();
8262 // don't let sound skip if going slow
8263 if (r_refdef.scene.extraupdate)
8267 if (cl.csqc_vidvars.drawworld)
8269 if (cl_decals_newsystem.integer)
8271 R_DrawModelDecals();
8272 if (r_timereport_active)
8273 R_TimeReport("modeldecals");
8278 if (r_timereport_active)
8279 R_TimeReport("decals");
8283 if (r_timereport_active)
8284 R_TimeReport("particles");
8287 if (r_timereport_active)
8288 R_TimeReport("explosions");
8290 R_DrawLightningBeams();
8291 if (r_timereport_active)
8292 R_TimeReport("lightning");
8295 VM_CL_AddPolygonsToMeshQueue();
8297 if (r_refdef.view.showdebug)
8299 if (cl_locs_show.integer)
8302 if (r_timereport_active)
8303 R_TimeReport("showlocs");
8306 if (r_drawportals.integer)
8309 if (r_timereport_active)
8310 R_TimeReport("portals");
8313 if (r_showbboxes.value > 0)
8315 R_DrawEntityBBoxes();
8316 if (r_timereport_active)
8317 R_TimeReport("bboxes");
8321 R_MeshQueue_RenderTransparent();
8322 if (r_timereport_active)
8323 R_TimeReport("drawtrans");
8325 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))
8327 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8328 if (r_timereport_active)
8329 R_TimeReport("worlddebug");
8330 R_DrawModelsDebug();
8331 if (r_timereport_active)
8332 R_TimeReport("modeldebug");
8335 if (cl.csqc_vidvars.drawworld)
8337 R_Shadow_DrawCoronas();
8338 if (r_timereport_active)
8339 R_TimeReport("coronas");
8342 // don't let sound skip if going slow
8343 if (r_refdef.scene.extraupdate)
8346 R_ResetViewRendering2D();
8349 static const unsigned short bboxelements[36] =
8359 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8362 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8364 RSurf_ActiveWorldEntity();
8366 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8367 GL_DepthMask(false);
8368 GL_DepthRange(0, 1);
8369 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8370 R_Mesh_ResetTextureState();
8372 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8373 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8374 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8375 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8376 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8377 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8378 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8379 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8380 R_FillColors(color4f, 8, cr, cg, cb, ca);
8381 if (r_refdef.fogenabled)
8383 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8385 f1 = RSurf_FogVertex(v);
8387 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8388 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8389 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8392 R_Mesh_VertexPointer(vertex3f, 0, 0);
8393 R_Mesh_ColorPointer(color4f, 0, 0);
8394 R_Mesh_ResetTextureState();
8395 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8396 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8399 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8403 prvm_edict_t *edict;
8404 prvm_prog_t *prog_save = prog;
8406 // this function draws bounding boxes of server entities
8410 GL_CullFace(GL_NONE);
8411 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8415 for (i = 0;i < numsurfaces;i++)
8417 edict = PRVM_EDICT_NUM(surfacelist[i]);
8418 switch ((int)edict->fields.server->solid)
8420 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8421 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8422 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8423 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8424 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8425 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8427 color[3] *= r_showbboxes.value;
8428 color[3] = bound(0, color[3], 1);
8429 GL_DepthTest(!r_showdisabledepthtest.integer);
8430 GL_CullFace(r_refdef.view.cullface_front);
8431 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8437 static void R_DrawEntityBBoxes(void)
8440 prvm_edict_t *edict;
8442 prvm_prog_t *prog_save = prog;
8444 // this function draws bounding boxes of server entities
8450 for (i = 0;i < prog->num_edicts;i++)
8452 edict = PRVM_EDICT_NUM(i);
8453 if (edict->priv.server->free)
8455 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8456 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8458 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8460 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8461 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8467 static const int nomodelelement3i[24] =
8479 static const unsigned short nomodelelement3s[24] =
8491 static const float nomodelvertex3f[6*3] =
8501 static const float nomodelcolor4f[6*4] =
8503 0.0f, 0.0f, 0.5f, 1.0f,
8504 0.0f, 0.0f, 0.5f, 1.0f,
8505 0.0f, 0.5f, 0.0f, 1.0f,
8506 0.0f, 0.5f, 0.0f, 1.0f,
8507 0.5f, 0.0f, 0.0f, 1.0f,
8508 0.5f, 0.0f, 0.0f, 1.0f
8511 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8517 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);
8519 // this is only called once per entity so numsurfaces is always 1, and
8520 // surfacelist is always {0}, so this code does not handle batches
8522 if (rsurface.ent_flags & RENDER_ADDITIVE)
8524 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8525 GL_DepthMask(false);
8527 else if (rsurface.colormod[3] < 1)
8529 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8530 GL_DepthMask(false);
8534 GL_BlendFunc(GL_ONE, GL_ZERO);
8537 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8538 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8539 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8540 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8541 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8542 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8543 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8544 R_Mesh_ColorPointer(color4f, 0, 0);
8545 for (i = 0, c = color4f;i < 6;i++, c += 4)
8547 c[0] *= rsurface.colormod[0];
8548 c[1] *= rsurface.colormod[1];
8549 c[2] *= rsurface.colormod[2];
8550 c[3] *= rsurface.colormod[3];
8552 if (r_refdef.fogenabled)
8554 for (i = 0, c = color4f;i < 6;i++, c += 4)
8556 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8558 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8559 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8560 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8563 R_Mesh_ResetTextureState();
8564 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8567 void R_DrawNoModel(entity_render_t *ent)
8570 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8571 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8572 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8574 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8577 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8579 vec3_t right1, right2, diff, normal;
8581 VectorSubtract (org2, org1, normal);
8583 // calculate 'right' vector for start
8584 VectorSubtract (r_refdef.view.origin, org1, diff);
8585 CrossProduct (normal, diff, right1);
8586 VectorNormalize (right1);
8588 // calculate 'right' vector for end
8589 VectorSubtract (r_refdef.view.origin, org2, diff);
8590 CrossProduct (normal, diff, right2);
8591 VectorNormalize (right2);
8593 vert[ 0] = org1[0] + width * right1[0];
8594 vert[ 1] = org1[1] + width * right1[1];
8595 vert[ 2] = org1[2] + width * right1[2];
8596 vert[ 3] = org1[0] - width * right1[0];
8597 vert[ 4] = org1[1] - width * right1[1];
8598 vert[ 5] = org1[2] - width * right1[2];
8599 vert[ 6] = org2[0] - width * right2[0];
8600 vert[ 7] = org2[1] - width * right2[1];
8601 vert[ 8] = org2[2] - width * right2[2];
8602 vert[ 9] = org2[0] + width * right2[0];
8603 vert[10] = org2[1] + width * right2[1];
8604 vert[11] = org2[2] + width * right2[2];
8607 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)
8609 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8610 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8611 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8612 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8613 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8614 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8615 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8616 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8617 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8618 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8619 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8620 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8623 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8628 VectorSet(v, x, y, z);
8629 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8630 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8632 if (i == mesh->numvertices)
8634 if (mesh->numvertices < mesh->maxvertices)
8636 VectorCopy(v, vertex3f);
8637 mesh->numvertices++;
8639 return mesh->numvertices;
8645 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8649 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8650 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8651 e = mesh->element3i + mesh->numtriangles * 3;
8652 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8654 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8655 if (mesh->numtriangles < mesh->maxtriangles)
8660 mesh->numtriangles++;
8662 element[1] = element[2];
8666 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8670 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8671 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8672 e = mesh->element3i + mesh->numtriangles * 3;
8673 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8675 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8676 if (mesh->numtriangles < mesh->maxtriangles)
8681 mesh->numtriangles++;
8683 element[1] = element[2];
8687 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8688 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8690 int planenum, planenum2;
8693 mplane_t *plane, *plane2;
8695 double temppoints[2][256*3];
8696 // figure out how large a bounding box we need to properly compute this brush
8698 for (w = 0;w < numplanes;w++)
8699 maxdist = max(maxdist, fabs(planes[w].dist));
8700 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8701 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8702 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8706 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8707 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8709 if (planenum2 == planenum)
8711 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);
8714 if (tempnumpoints < 3)
8716 // generate elements forming a triangle fan for this polygon
8717 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8721 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)
8723 texturelayer_t *layer;
8724 layer = t->currentlayers + t->currentnumlayers++;
8726 layer->depthmask = depthmask;
8727 layer->blendfunc1 = blendfunc1;
8728 layer->blendfunc2 = blendfunc2;
8729 layer->texture = texture;
8730 layer->texmatrix = *matrix;
8731 layer->color[0] = r;
8732 layer->color[1] = g;
8733 layer->color[2] = b;
8734 layer->color[3] = a;
8737 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8740 index = parms[2] + r_refdef.scene.time * parms[3];
8741 index -= floor(index);
8745 case Q3WAVEFUNC_NONE:
8746 case Q3WAVEFUNC_NOISE:
8747 case Q3WAVEFUNC_COUNT:
8750 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8751 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8752 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8753 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8754 case Q3WAVEFUNC_TRIANGLE:
8756 f = index - floor(index);
8767 return (float)(parms[0] + parms[1] * f);
8770 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8775 matrix4x4_t matrix, temp;
8776 switch(tcmod->tcmod)
8780 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8781 matrix = r_waterscrollmatrix;
8783 matrix = identitymatrix;
8785 case Q3TCMOD_ENTITYTRANSLATE:
8786 // this is used in Q3 to allow the gamecode to control texcoord
8787 // scrolling on the entity, which is not supported in darkplaces yet.
8788 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8790 case Q3TCMOD_ROTATE:
8791 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8792 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8793 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8796 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8798 case Q3TCMOD_SCROLL:
8799 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8801 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8802 w = (int) tcmod->parms[0];
8803 h = (int) tcmod->parms[1];
8804 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8806 idx = (int) floor(f * w * h);
8807 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8809 case Q3TCMOD_STRETCH:
8810 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8811 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8813 case Q3TCMOD_TRANSFORM:
8814 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8815 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8816 VectorSet(tcmat + 6, 0 , 0 , 1);
8817 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8818 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8820 case Q3TCMOD_TURBULENT:
8821 // this is handled in the RSurf_PrepareVertices function
8822 matrix = identitymatrix;
8826 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8829 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8831 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8832 char name[MAX_QPATH];
8833 skinframe_t *skinframe;
8834 unsigned char pixels[296*194];
8835 strlcpy(cache->name, skinname, sizeof(cache->name));
8836 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8837 if (developer_loading.integer)
8838 Con_Printf("loading %s\n", name);
8839 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8840 if (!skinframe || !skinframe->base)
8843 fs_offset_t filesize;
8845 f = FS_LoadFile(name, tempmempool, true, &filesize);
8848 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8849 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8853 cache->skinframe = skinframe;
8856 texture_t *R_GetCurrentTexture(texture_t *t)
8859 const entity_render_t *ent = rsurface.entity;
8860 dp_model_t *model = ent->model;
8861 q3shaderinfo_layer_tcmod_t *tcmod;
8863 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8864 return t->currentframe;
8865 t->update_lastrenderframe = r_textureframe;
8866 t->update_lastrenderentity = (void *)ent;
8868 // switch to an alternate material if this is a q1bsp animated material
8870 texture_t *texture = t;
8871 int s = rsurface.ent_skinnum;
8872 if ((unsigned int)s >= (unsigned int)model->numskins)
8874 if (model->skinscenes)
8876 if (model->skinscenes[s].framecount > 1)
8877 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8879 s = model->skinscenes[s].firstframe;
8882 t = t + s * model->num_surfaces;
8885 // use an alternate animation if the entity's frame is not 0,
8886 // and only if the texture has an alternate animation
8887 if (rsurface.ent_alttextures && t->anim_total[1])
8888 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8890 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8892 texture->currentframe = t;
8895 // update currentskinframe to be a qw skin or animation frame
8896 if (rsurface.ent_qwskin >= 0)
8898 i = rsurface.ent_qwskin;
8899 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8901 r_qwskincache_size = cl.maxclients;
8903 Mem_Free(r_qwskincache);
8904 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8906 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8907 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8908 t->currentskinframe = r_qwskincache[i].skinframe;
8909 if (t->currentskinframe == NULL)
8910 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8912 else if (t->numskinframes >= 2)
8913 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8914 if (t->backgroundnumskinframes >= 2)
8915 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8917 t->currentmaterialflags = t->basematerialflags;
8918 t->currentalpha = rsurface.colormod[3];
8919 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8920 t->currentalpha *= r_wateralpha.value;
8921 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8922 t->currentalpha *= t->r_water_wateralpha;
8923 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8924 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8925 if (!(rsurface.ent_flags & RENDER_LIGHT))
8926 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8927 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8929 // pick a model lighting mode
8930 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8931 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8933 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8935 if (rsurface.ent_flags & RENDER_ADDITIVE)
8936 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8937 else if (t->currentalpha < 1)
8938 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8939 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8940 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8941 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8942 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8943 if (t->backgroundnumskinframes)
8944 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8945 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8947 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8948 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8951 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8952 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8953 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8955 // there is no tcmod
8956 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8958 t->currenttexmatrix = r_waterscrollmatrix;
8959 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8961 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8963 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8964 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8967 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8968 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8969 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8970 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8972 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8973 if (t->currentskinframe->qpixels)
8974 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8975 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8976 if (!t->basetexture)
8977 t->basetexture = r_texture_notexture;
8978 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8979 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8980 t->nmaptexture = t->currentskinframe->nmap;
8981 if (!t->nmaptexture)
8982 t->nmaptexture = r_texture_blanknormalmap;
8983 t->glosstexture = r_texture_black;
8984 t->glowtexture = t->currentskinframe->glow;
8985 t->fogtexture = t->currentskinframe->fog;
8986 t->reflectmasktexture = t->currentskinframe->reflect;
8987 if (t->backgroundnumskinframes)
8989 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8990 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8991 t->backgroundglosstexture = r_texture_black;
8992 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8993 if (!t->backgroundnmaptexture)
8994 t->backgroundnmaptexture = r_texture_blanknormalmap;
8998 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8999 t->backgroundnmaptexture = r_texture_blanknormalmap;
9000 t->backgroundglosstexture = r_texture_black;
9001 t->backgroundglowtexture = NULL;
9003 t->specularpower = r_shadow_glossexponent.value;
9004 // TODO: store reference values for these in the texture?
9005 t->specularscale = 0;
9006 if (r_shadow_gloss.integer > 0)
9008 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9010 if (r_shadow_glossintensity.value > 0)
9012 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9013 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9014 t->specularscale = r_shadow_glossintensity.value;
9017 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9019 t->glosstexture = r_texture_white;
9020 t->backgroundglosstexture = r_texture_white;
9021 t->specularscale = r_shadow_gloss2intensity.value;
9022 t->specularpower = r_shadow_gloss2exponent.value;
9025 t->specularscale *= t->specularscalemod;
9026 t->specularpower *= t->specularpowermod;
9028 // lightmaps mode looks bad with dlights using actual texturing, so turn
9029 // off the colormap and glossmap, but leave the normalmap on as it still
9030 // accurately represents the shading involved
9031 if (gl_lightmaps.integer)
9033 t->basetexture = r_texture_grey128;
9034 t->pantstexture = r_texture_black;
9035 t->shirttexture = r_texture_black;
9036 t->nmaptexture = r_texture_blanknormalmap;
9037 t->glosstexture = r_texture_black;
9038 t->glowtexture = NULL;
9039 t->fogtexture = NULL;
9040 t->reflectmasktexture = NULL;
9041 t->backgroundbasetexture = NULL;
9042 t->backgroundnmaptexture = r_texture_blanknormalmap;
9043 t->backgroundglosstexture = r_texture_black;
9044 t->backgroundglowtexture = NULL;
9045 t->specularscale = 0;
9046 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9049 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9050 VectorClear(t->dlightcolor);
9051 t->currentnumlayers = 0;
9052 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9054 int blendfunc1, blendfunc2;
9056 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9058 blendfunc1 = GL_SRC_ALPHA;
9059 blendfunc2 = GL_ONE;
9061 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9063 blendfunc1 = GL_SRC_ALPHA;
9064 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9066 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9068 blendfunc1 = t->customblendfunc[0];
9069 blendfunc2 = t->customblendfunc[1];
9073 blendfunc1 = GL_ONE;
9074 blendfunc2 = GL_ZERO;
9076 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9077 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9079 // fullbright is not affected by r_refdef.lightmapintensity
9080 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]);
9081 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9082 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]);
9083 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9084 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]);
9088 vec3_t ambientcolor;
9090 // set the color tint used for lights affecting this surface
9091 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9093 // q3bsp has no lightmap updates, so the lightstylevalue that
9094 // would normally be baked into the lightmap must be
9095 // applied to the color
9096 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9097 if (model->type == mod_brushq3)
9098 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9099 colorscale *= r_refdef.lightmapintensity;
9100 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9101 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9102 // basic lit geometry
9103 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]);
9104 // add pants/shirt if needed
9105 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9106 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]);
9107 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9108 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]);
9109 // now add ambient passes if needed
9110 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9112 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]);
9113 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9114 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]);
9115 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9116 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]);
9119 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9120 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]);
9121 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9123 // if this is opaque use alpha blend which will darken the earlier
9126 // if this is an alpha blended material, all the earlier passes
9127 // were darkened by fog already, so we only need to add the fog
9128 // color ontop through the fog mask texture
9130 // if this is an additive blended material, all the earlier passes
9131 // were darkened by fog already, and we should not add fog color
9132 // (because the background was not darkened, there is no fog color
9133 // that was lost behind it).
9134 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]);
9138 return t->currentframe;
9141 rsurfacestate_t rsurface;
9143 void R_Mesh_ResizeArrays(int newvertices)
9146 if (rsurface.array_size >= newvertices)
9148 if (rsurface.array_modelvertex3f)
9149 Mem_Free(rsurface.array_modelvertex3f);
9150 rsurface.array_size = (newvertices + 1023) & ~1023;
9151 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9152 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9153 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9154 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9155 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9156 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9157 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9158 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9159 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9160 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9161 rsurface.array_color4f = base + rsurface.array_size * 27;
9162 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9165 void RSurf_ActiveWorldEntity(void)
9167 dp_model_t *model = r_refdef.scene.worldmodel;
9168 //if (rsurface.entity == r_refdef.scene.worldentity)
9170 rsurface.entity = r_refdef.scene.worldentity;
9171 rsurface.skeleton = NULL;
9172 rsurface.ent_skinnum = 0;
9173 rsurface.ent_qwskin = -1;
9174 rsurface.ent_shadertime = 0;
9175 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9176 if (rsurface.array_size < model->surfmesh.num_vertices)
9177 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9178 rsurface.matrix = identitymatrix;
9179 rsurface.inversematrix = identitymatrix;
9180 rsurface.matrixscale = 1;
9181 rsurface.inversematrixscale = 1;
9182 R_EntityMatrix(&identitymatrix);
9183 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9184 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9185 rsurface.fograngerecip = r_refdef.fograngerecip;
9186 rsurface.fogheightfade = r_refdef.fogheightfade;
9187 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9188 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9189 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9190 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9191 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9192 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9193 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9194 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9195 rsurface.colormod[3] = 1;
9196 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);
9197 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9198 rsurface.frameblend[0].lerp = 1;
9199 rsurface.ent_alttextures = false;
9200 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9201 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9202 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9203 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9204 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9205 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9206 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9207 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9208 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9209 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9210 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9211 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9212 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9213 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9214 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9215 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9216 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9217 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9218 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9219 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9220 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9221 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9222 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9223 rsurface.modelelement3i = model->surfmesh.data_element3i;
9224 rsurface.modelelement3s = model->surfmesh.data_element3s;
9225 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9226 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9227 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9228 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9229 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9230 rsurface.modelsurfaces = model->data_surfaces;
9231 rsurface.generatedvertex = false;
9232 rsurface.vertex3f = rsurface.modelvertex3f;
9233 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9234 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9235 rsurface.svector3f = rsurface.modelsvector3f;
9236 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9237 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9238 rsurface.tvector3f = rsurface.modeltvector3f;
9239 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9240 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9241 rsurface.normal3f = rsurface.modelnormal3f;
9242 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9243 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9244 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9247 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9249 dp_model_t *model = ent->model;
9250 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9252 rsurface.entity = (entity_render_t *)ent;
9253 rsurface.skeleton = ent->skeleton;
9254 rsurface.ent_skinnum = ent->skinnum;
9255 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;
9256 rsurface.ent_shadertime = ent->shadertime;
9257 rsurface.ent_flags = ent->flags;
9258 if (rsurface.array_size < model->surfmesh.num_vertices)
9259 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9260 rsurface.matrix = ent->matrix;
9261 rsurface.inversematrix = ent->inversematrix;
9262 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9263 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9264 R_EntityMatrix(&rsurface.matrix);
9265 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9266 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9267 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9268 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9269 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9270 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9271 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9272 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9273 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9274 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9275 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9276 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9277 rsurface.colormod[3] = ent->alpha;
9278 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9279 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9280 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9281 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9282 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9283 if (ent->model->brush.submodel && !prepass)
9285 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9286 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9288 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9290 if (ent->animcache_vertex3f && !r_framedata_failed)
9292 rsurface.modelvertex3f = ent->animcache_vertex3f;
9293 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9294 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9295 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9297 else if (wanttangents)
9299 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9300 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9301 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9302 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9303 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9305 else if (wantnormals)
9307 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9308 rsurface.modelsvector3f = NULL;
9309 rsurface.modeltvector3f = NULL;
9310 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9311 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9315 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9316 rsurface.modelsvector3f = NULL;
9317 rsurface.modeltvector3f = NULL;
9318 rsurface.modelnormal3f = NULL;
9319 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9321 rsurface.modelvertex3f_bufferobject = 0;
9322 rsurface.modelvertex3f_bufferoffset = 0;
9323 rsurface.modelsvector3f_bufferobject = 0;
9324 rsurface.modelsvector3f_bufferoffset = 0;
9325 rsurface.modeltvector3f_bufferobject = 0;
9326 rsurface.modeltvector3f_bufferoffset = 0;
9327 rsurface.modelnormal3f_bufferobject = 0;
9328 rsurface.modelnormal3f_bufferoffset = 0;
9329 rsurface.generatedvertex = true;
9333 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9334 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9335 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9336 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9337 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9338 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9339 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9340 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9341 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9342 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9343 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9344 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9345 rsurface.generatedvertex = false;
9347 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9348 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9349 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9350 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9351 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9352 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9353 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9354 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9355 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9356 rsurface.modelelement3i = model->surfmesh.data_element3i;
9357 rsurface.modelelement3s = model->surfmesh.data_element3s;
9358 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9359 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9360 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9361 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9362 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9363 rsurface.modelsurfaces = model->data_surfaces;
9364 rsurface.vertex3f = rsurface.modelvertex3f;
9365 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9366 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9367 rsurface.svector3f = rsurface.modelsvector3f;
9368 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9369 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9370 rsurface.tvector3f = rsurface.modeltvector3f;
9371 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9372 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9373 rsurface.normal3f = rsurface.modelnormal3f;
9374 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9375 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9376 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9379 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)
9381 rsurface.entity = r_refdef.scene.worldentity;
9382 rsurface.skeleton = NULL;
9383 rsurface.ent_skinnum = 0;
9384 rsurface.ent_qwskin = -1;
9385 rsurface.ent_shadertime = shadertime;
9386 rsurface.ent_flags = entflags;
9387 rsurface.modelnum_vertices = numvertices;
9388 rsurface.modelnum_triangles = numtriangles;
9389 if (rsurface.array_size < rsurface.modelnum_vertices)
9390 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9391 rsurface.matrix = *matrix;
9392 rsurface.inversematrix = *inversematrix;
9393 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9394 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9395 R_EntityMatrix(&rsurface.matrix);
9396 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9397 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9398 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9399 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9400 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9401 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9402 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9403 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9404 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9405 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9406 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9407 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9408 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);
9409 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9410 rsurface.frameblend[0].lerp = 1;
9411 rsurface.ent_alttextures = false;
9412 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9413 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9416 rsurface.modelvertex3f = vertex3f;
9417 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9418 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9419 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9421 else if (wantnormals)
9423 rsurface.modelvertex3f = vertex3f;
9424 rsurface.modelsvector3f = NULL;
9425 rsurface.modeltvector3f = NULL;
9426 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9430 rsurface.modelvertex3f = vertex3f;
9431 rsurface.modelsvector3f = NULL;
9432 rsurface.modeltvector3f = NULL;
9433 rsurface.modelnormal3f = NULL;
9435 rsurface.modelvertex3f_bufferobject = 0;
9436 rsurface.modelvertex3f_bufferoffset = 0;
9437 rsurface.modelsvector3f_bufferobject = 0;
9438 rsurface.modelsvector3f_bufferoffset = 0;
9439 rsurface.modeltvector3f_bufferobject = 0;
9440 rsurface.modeltvector3f_bufferoffset = 0;
9441 rsurface.modelnormal3f_bufferobject = 0;
9442 rsurface.modelnormal3f_bufferoffset = 0;
9443 rsurface.generatedvertex = true;
9444 rsurface.modellightmapcolor4f = color4f;
9445 rsurface.modellightmapcolor4f_bufferobject = 0;
9446 rsurface.modellightmapcolor4f_bufferoffset = 0;
9447 rsurface.modeltexcoordtexture2f = texcoord2f;
9448 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9449 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9450 rsurface.modeltexcoordlightmap2f = NULL;
9451 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9452 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9453 rsurface.modelelement3i = element3i;
9454 rsurface.modelelement3s = element3s;
9455 rsurface.modelelement3i_bufferobject = 0;
9456 rsurface.modelelement3s_bufferobject = 0;
9457 rsurface.modellightmapoffsets = NULL;
9458 rsurface.modelsurfaces = NULL;
9459 rsurface.vertex3f = rsurface.modelvertex3f;
9460 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9461 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9462 rsurface.svector3f = rsurface.modelsvector3f;
9463 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9464 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9465 rsurface.tvector3f = rsurface.modeltvector3f;
9466 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9467 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9468 rsurface.normal3f = rsurface.modelnormal3f;
9469 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9470 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9471 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9473 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9475 if ((wantnormals || wanttangents) && !normal3f)
9476 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9477 if (wanttangents && !svector3f)
9478 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9482 float RSurf_FogPoint(const float *v)
9484 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9485 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9486 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9487 float FogHeightFade = r_refdef.fogheightfade;
9489 unsigned int fogmasktableindex;
9490 if (r_refdef.fogplaneviewabove)
9491 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9493 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9494 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9495 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9498 float RSurf_FogVertex(const float *v)
9500 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9501 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9502 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9503 float FogHeightFade = rsurface.fogheightfade;
9505 unsigned int fogmasktableindex;
9506 if (r_refdef.fogplaneviewabove)
9507 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9509 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9510 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9511 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9514 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9515 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9518 int texturesurfaceindex;
9523 const float *v1, *in_tc;
9525 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9527 q3shaderinfo_deform_t *deform;
9528 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9529 if (rsurface.generatedvertex)
9531 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9532 generatenormals = true;
9533 for (i = 0;i < Q3MAXDEFORMS;i++)
9535 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9537 generatetangents = true;
9538 generatenormals = true;
9540 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9541 generatenormals = true;
9543 if (generatenormals && !rsurface.modelnormal3f)
9545 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9546 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9547 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9548 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9550 if (generatetangents && !rsurface.modelsvector3f)
9552 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9553 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9554 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9555 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9556 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9557 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9558 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9561 rsurface.vertex3f = rsurface.modelvertex3f;
9562 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9563 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9564 rsurface.svector3f = rsurface.modelsvector3f;
9565 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9566 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9567 rsurface.tvector3f = rsurface.modeltvector3f;
9568 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9569 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9570 rsurface.normal3f = rsurface.modelnormal3f;
9571 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9572 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9573 // if vertices are deformed (sprite flares and things in maps, possibly
9574 // water waves, bulges and other deformations), generate them into
9575 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9576 // (may be static model data or generated data for an animated model, or
9577 // the previous deform pass)
9578 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9580 switch (deform->deform)
9583 case Q3DEFORM_PROJECTIONSHADOW:
9584 case Q3DEFORM_TEXT0:
9585 case Q3DEFORM_TEXT1:
9586 case Q3DEFORM_TEXT2:
9587 case Q3DEFORM_TEXT3:
9588 case Q3DEFORM_TEXT4:
9589 case Q3DEFORM_TEXT5:
9590 case Q3DEFORM_TEXT6:
9591 case Q3DEFORM_TEXT7:
9594 case Q3DEFORM_AUTOSPRITE:
9595 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9596 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9597 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9598 VectorNormalize(newforward);
9599 VectorNormalize(newright);
9600 VectorNormalize(newup);
9601 // make deformed versions of only the model vertices used by the specified surfaces
9602 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9604 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9605 // a single autosprite surface can contain multiple sprites...
9606 for (j = 0;j < surface->num_vertices - 3;j += 4)
9608 VectorClear(center);
9609 for (i = 0;i < 4;i++)
9610 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9611 VectorScale(center, 0.25f, center);
9612 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9613 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9614 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9615 for (i = 0;i < 4;i++)
9617 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9618 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9621 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9622 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9624 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9625 rsurface.vertex3f_bufferobject = 0;
9626 rsurface.vertex3f_bufferoffset = 0;
9627 rsurface.svector3f = rsurface.array_deformedsvector3f;
9628 rsurface.svector3f_bufferobject = 0;
9629 rsurface.svector3f_bufferoffset = 0;
9630 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9631 rsurface.tvector3f_bufferobject = 0;
9632 rsurface.tvector3f_bufferoffset = 0;
9633 rsurface.normal3f = rsurface.array_deformednormal3f;
9634 rsurface.normal3f_bufferobject = 0;
9635 rsurface.normal3f_bufferoffset = 0;
9637 case Q3DEFORM_AUTOSPRITE2:
9638 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9639 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9640 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9641 VectorNormalize(newforward);
9642 VectorNormalize(newright);
9643 VectorNormalize(newup);
9644 // make deformed versions of only the model vertices used by the specified surfaces
9645 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9647 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9648 const float *v1, *v2;
9658 memset(shortest, 0, sizeof(shortest));
9659 // a single autosprite surface can contain multiple sprites...
9660 for (j = 0;j < surface->num_vertices - 3;j += 4)
9662 VectorClear(center);
9663 for (i = 0;i < 4;i++)
9664 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9665 VectorScale(center, 0.25f, center);
9666 // find the two shortest edges, then use them to define the
9667 // axis vectors for rotating around the central axis
9668 for (i = 0;i < 6;i++)
9670 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9671 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9673 Debug_PolygonBegin(NULL, 0);
9674 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9675 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9676 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9679 l = VectorDistance2(v1, v2);
9680 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9682 l += (1.0f / 1024.0f);
9683 if (shortest[0].length2 > l || i == 0)
9685 shortest[1] = shortest[0];
9686 shortest[0].length2 = l;
9687 shortest[0].v1 = v1;
9688 shortest[0].v2 = v2;
9690 else if (shortest[1].length2 > l || i == 1)
9692 shortest[1].length2 = l;
9693 shortest[1].v1 = v1;
9694 shortest[1].v2 = v2;
9697 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9698 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9700 Debug_PolygonBegin(NULL, 0);
9701 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9702 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9703 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9706 // this calculates the right vector from the shortest edge
9707 // and the up vector from the edge midpoints
9708 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9709 VectorNormalize(right);
9710 VectorSubtract(end, start, up);
9711 VectorNormalize(up);
9712 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9713 VectorSubtract(rsurface.localvieworigin, center, forward);
9714 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9715 VectorNegate(forward, forward);
9716 VectorReflect(forward, 0, up, forward);
9717 VectorNormalize(forward);
9718 CrossProduct(up, forward, newright);
9719 VectorNormalize(newright);
9721 Debug_PolygonBegin(NULL, 0);
9722 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9723 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9724 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9728 Debug_PolygonBegin(NULL, 0);
9729 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9730 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9731 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9734 // rotate the quad around the up axis vector, this is made
9735 // especially easy by the fact we know the quad is flat,
9736 // so we only have to subtract the center position and
9737 // measure distance along the right vector, and then
9738 // multiply that by the newright vector and add back the
9740 // we also need to subtract the old position to undo the
9741 // displacement from the center, which we do with a
9742 // DotProduct, the subtraction/addition of center is also
9743 // optimized into DotProducts here
9744 l = DotProduct(right, center);
9745 for (i = 0;i < 4;i++)
9747 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9748 f = DotProduct(right, v1) - l;
9749 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9752 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9753 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9755 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9756 rsurface.vertex3f_bufferobject = 0;
9757 rsurface.vertex3f_bufferoffset = 0;
9758 rsurface.svector3f = rsurface.array_deformedsvector3f;
9759 rsurface.svector3f_bufferobject = 0;
9760 rsurface.svector3f_bufferoffset = 0;
9761 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9762 rsurface.tvector3f_bufferobject = 0;
9763 rsurface.tvector3f_bufferoffset = 0;
9764 rsurface.normal3f = rsurface.array_deformednormal3f;
9765 rsurface.normal3f_bufferobject = 0;
9766 rsurface.normal3f_bufferoffset = 0;
9768 case Q3DEFORM_NORMAL:
9769 // deform the normals to make reflections wavey
9770 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9772 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9773 for (j = 0;j < surface->num_vertices;j++)
9776 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9777 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9778 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9779 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9780 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9781 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9782 VectorNormalize(normal);
9784 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9786 rsurface.svector3f = rsurface.array_deformedsvector3f;
9787 rsurface.svector3f_bufferobject = 0;
9788 rsurface.svector3f_bufferoffset = 0;
9789 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9790 rsurface.tvector3f_bufferobject = 0;
9791 rsurface.tvector3f_bufferoffset = 0;
9792 rsurface.normal3f = rsurface.array_deformednormal3f;
9793 rsurface.normal3f_bufferobject = 0;
9794 rsurface.normal3f_bufferoffset = 0;
9797 // deform vertex array to make wavey water and flags and such
9798 waveparms[0] = deform->waveparms[0];
9799 waveparms[1] = deform->waveparms[1];
9800 waveparms[2] = deform->waveparms[2];
9801 waveparms[3] = deform->waveparms[3];
9802 // this is how a divisor of vertex influence on deformation
9803 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9804 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9805 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9807 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9808 for (j = 0;j < surface->num_vertices;j++)
9810 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9811 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9812 // if the wavefunc depends on time, evaluate it per-vertex
9815 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9816 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9818 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9821 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9822 rsurface.vertex3f_bufferobject = 0;
9823 rsurface.vertex3f_bufferoffset = 0;
9825 case Q3DEFORM_BULGE:
9826 // deform vertex array to make the surface have moving bulges
9827 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9829 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9830 for (j = 0;j < surface->num_vertices;j++)
9832 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9833 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9836 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9837 rsurface.vertex3f_bufferobject = 0;
9838 rsurface.vertex3f_bufferoffset = 0;
9841 // deform vertex array
9842 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9843 VectorScale(deform->parms, scale, waveparms);
9844 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9846 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9847 for (j = 0;j < surface->num_vertices;j++)
9848 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9850 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9851 rsurface.vertex3f_bufferobject = 0;
9852 rsurface.vertex3f_bufferoffset = 0;
9856 // generate texcoords based on the chosen texcoord source
9857 switch(rsurface.texture->tcgen.tcgen)
9860 case Q3TCGEN_TEXTURE:
9861 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9862 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9863 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9865 case Q3TCGEN_LIGHTMAP:
9866 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9867 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9868 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9870 case Q3TCGEN_VECTOR:
9871 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9873 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9874 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9876 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9877 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9880 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9881 rsurface.texcoordtexture2f_bufferobject = 0;
9882 rsurface.texcoordtexture2f_bufferoffset = 0;
9884 case Q3TCGEN_ENVIRONMENT:
9885 // make environment reflections using a spheremap
9886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9888 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9889 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9890 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9891 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9892 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9894 // identical to Q3A's method, but executed in worldspace so
9895 // carried models can be shiny too
9897 float viewer[3], d, reflected[3], worldreflected[3];
9899 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9900 // VectorNormalize(viewer);
9902 d = DotProduct(normal, viewer);
9904 reflected[0] = normal[0]*2*d - viewer[0];
9905 reflected[1] = normal[1]*2*d - viewer[1];
9906 reflected[2] = normal[2]*2*d - viewer[2];
9907 // note: this is proportinal to viewer, so we can normalize later
9909 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9910 VectorNormalize(worldreflected);
9912 // note: this sphere map only uses world x and z!
9913 // so positive and negative y will LOOK THE SAME.
9914 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9915 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9918 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9919 rsurface.texcoordtexture2f_bufferobject = 0;
9920 rsurface.texcoordtexture2f_bufferoffset = 0;
9923 // the only tcmod that needs software vertex processing is turbulent, so
9924 // check for it here and apply the changes if needed
9925 // and we only support that as the first one
9926 // (handling a mixture of turbulent and other tcmods would be problematic
9927 // without punting it entirely to a software path)
9928 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9930 amplitude = rsurface.texture->tcmods[0].parms[1];
9931 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9932 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9934 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9935 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9937 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9938 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9941 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9942 rsurface.texcoordtexture2f_bufferobject = 0;
9943 rsurface.texcoordtexture2f_bufferoffset = 0;
9945 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9946 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9947 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9948 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9951 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9954 const msurface_t *surface = texturesurfacelist[0];
9955 const msurface_t *surface2;
9960 // TODO: lock all array ranges before render, rather than on each surface
9961 if (texturenumsurfaces == 1)
9962 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9963 else if (r_batchmode.integer == 2)
9965 #define MAXBATCHTRIANGLES 4096
9966 int batchtriangles = 0;
9967 static int batchelements[MAXBATCHTRIANGLES*3];
9968 for (i = 0;i < texturenumsurfaces;i = j)
9970 surface = texturesurfacelist[i];
9972 if (surface->num_triangles > MAXBATCHTRIANGLES)
9974 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9977 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9978 batchtriangles = surface->num_triangles;
9979 firstvertex = surface->num_firstvertex;
9980 endvertex = surface->num_firstvertex + surface->num_vertices;
9981 for (;j < texturenumsurfaces;j++)
9983 surface2 = texturesurfacelist[j];
9984 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9986 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9987 batchtriangles += surface2->num_triangles;
9988 firstvertex = min(firstvertex, surface2->num_firstvertex);
9989 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9991 surface2 = texturesurfacelist[j-1];
9992 numvertices = endvertex - firstvertex;
9993 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9996 else if (r_batchmode.integer == 1)
9998 for (i = 0;i < texturenumsurfaces;i = j)
10000 surface = texturesurfacelist[i];
10001 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10002 if (texturesurfacelist[j] != surface2)
10004 surface2 = texturesurfacelist[j-1];
10005 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10006 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10007 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10012 for (i = 0;i < texturenumsurfaces;i++)
10014 surface = texturesurfacelist[i];
10015 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10020 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10022 switch(vid.renderpath)
10024 case RENDERPATH_CGGL:
10026 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10027 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10030 case RENDERPATH_GL20:
10031 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10032 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10034 case RENDERPATH_GL13:
10035 case RENDERPATH_GL11:
10036 R_Mesh_TexBind(0, surface->lightmaptexture);
10041 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10043 // pick the closest matching water plane and bind textures
10044 int planeindex, vertexindex;
10048 r_waterstate_waterplane_t *p, *bestp;
10051 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10054 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10056 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10057 d += fabs(PlaneDiff(vert, &p->plane));
10059 if (bestd > d || !bestp)
10065 switch(vid.renderpath)
10067 case RENDERPATH_CGGL:
10069 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10070 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10073 case RENDERPATH_GL20:
10074 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10075 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10077 case RENDERPATH_GL13:
10078 case RENDERPATH_GL11:
10083 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10086 const msurface_t *surface;
10087 if (r_waterstate.renderingscene)
10089 for (i = 0;i < texturenumsurfaces;i++)
10091 surface = texturesurfacelist[i];
10092 RSurf_BindLightmapForSurface(surface);
10093 RSurf_BindReflectionForSurface(surface);
10094 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10098 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10102 const msurface_t *surface = texturesurfacelist[0];
10103 const msurface_t *surface2;
10108 if (texturenumsurfaces == 1)
10110 RSurf_BindLightmapForSurface(surface);
10111 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10113 else if (r_batchmode.integer == 2)
10115 #define MAXBATCHTRIANGLES 4096
10116 int batchtriangles = 0;
10117 static int batchelements[MAXBATCHTRIANGLES*3];
10118 for (i = 0;i < texturenumsurfaces;i = j)
10120 surface = texturesurfacelist[i];
10121 RSurf_BindLightmapForSurface(surface);
10123 if (surface->num_triangles > MAXBATCHTRIANGLES)
10125 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10128 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10129 batchtriangles = surface->num_triangles;
10130 firstvertex = surface->num_firstvertex;
10131 endvertex = surface->num_firstvertex + surface->num_vertices;
10132 for (;j < texturenumsurfaces;j++)
10134 surface2 = texturesurfacelist[j];
10135 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10137 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10138 batchtriangles += surface2->num_triangles;
10139 firstvertex = min(firstvertex, surface2->num_firstvertex);
10140 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10142 surface2 = texturesurfacelist[j-1];
10143 numvertices = endvertex - firstvertex;
10144 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10147 else if (r_batchmode.integer == 1)
10150 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10151 for (i = 0;i < texturenumsurfaces;i = j)
10153 surface = texturesurfacelist[i];
10154 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10155 if (texturesurfacelist[j] != surface2)
10157 Con_Printf(" %i", j - i);
10160 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10162 for (i = 0;i < texturenumsurfaces;i = j)
10164 surface = texturesurfacelist[i];
10165 RSurf_BindLightmapForSurface(surface);
10166 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10167 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10170 Con_Printf(" %i", j - i);
10172 surface2 = texturesurfacelist[j-1];
10173 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10174 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10175 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10183 for (i = 0;i < texturenumsurfaces;i++)
10185 surface = texturesurfacelist[i];
10186 RSurf_BindLightmapForSurface(surface);
10187 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10192 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10195 int texturesurfaceindex;
10196 if (r_showsurfaces.integer == 2)
10198 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10200 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10201 for (j = 0;j < surface->num_triangles;j++)
10203 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10204 GL_Color(f, f, f, 1);
10205 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10211 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10213 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10214 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10215 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10216 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10221 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10223 int texturesurfaceindex;
10227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10238 rsurface.lightmapcolor4f = rsurface.array_color4f;
10239 rsurface.lightmapcolor4f_bufferobject = 0;
10240 rsurface.lightmapcolor4f_bufferoffset = 0;
10243 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10245 int texturesurfaceindex;
10251 if (rsurface.lightmapcolor4f)
10253 // generate color arrays for the surfaces in this list
10254 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10256 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10257 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10259 f = RSurf_FogVertex(v);
10269 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10271 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10272 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10274 f = RSurf_FogVertex(v);
10282 rsurface.lightmapcolor4f = rsurface.array_color4f;
10283 rsurface.lightmapcolor4f_bufferobject = 0;
10284 rsurface.lightmapcolor4f_bufferoffset = 0;
10287 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10289 int texturesurfaceindex;
10295 if (!rsurface.lightmapcolor4f)
10297 // generate color arrays for the surfaces in this list
10298 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10300 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10301 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10303 f = RSurf_FogVertex(v);
10304 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10305 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10306 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10310 rsurface.lightmapcolor4f = rsurface.array_color4f;
10311 rsurface.lightmapcolor4f_bufferobject = 0;
10312 rsurface.lightmapcolor4f_bufferoffset = 0;
10315 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10317 int texturesurfaceindex;
10321 if (!rsurface.lightmapcolor4f)
10323 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10325 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10326 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10334 rsurface.lightmapcolor4f = rsurface.array_color4f;
10335 rsurface.lightmapcolor4f_bufferobject = 0;
10336 rsurface.lightmapcolor4f_bufferoffset = 0;
10339 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10341 int texturesurfaceindex;
10345 if (!rsurface.lightmapcolor4f)
10347 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10349 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10350 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10352 c2[0] = c[0] + r_refdef.scene.ambient;
10353 c2[1] = c[1] + r_refdef.scene.ambient;
10354 c2[2] = c[2] + r_refdef.scene.ambient;
10358 rsurface.lightmapcolor4f = rsurface.array_color4f;
10359 rsurface.lightmapcolor4f_bufferobject = 0;
10360 rsurface.lightmapcolor4f_bufferoffset = 0;
10363 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10366 rsurface.lightmapcolor4f = NULL;
10367 rsurface.lightmapcolor4f_bufferobject = 0;
10368 rsurface.lightmapcolor4f_bufferoffset = 0;
10369 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10370 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10371 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10372 GL_Color(r, g, b, a);
10373 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10376 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10378 // TODO: optimize applyfog && applycolor case
10379 // just apply fog if necessary, and tint the fog color array if necessary
10380 rsurface.lightmapcolor4f = NULL;
10381 rsurface.lightmapcolor4f_bufferobject = 0;
10382 rsurface.lightmapcolor4f_bufferoffset = 0;
10383 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10384 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10385 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10386 GL_Color(r, g, b, a);
10387 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10390 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10392 int texturesurfaceindex;
10396 if (texturesurfacelist[0]->lightmapinfo)
10398 // generate color arrays for the surfaces in this list
10399 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10401 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10404 if (surface->lightmapinfo->samples)
10406 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10407 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10408 VectorScale(lm, scale, c);
10409 if (surface->lightmapinfo->styles[1] != 255)
10411 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10413 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10414 VectorMA(c, scale, lm, c);
10415 if (surface->lightmapinfo->styles[2] != 255)
10418 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10419 VectorMA(c, scale, lm, c);
10420 if (surface->lightmapinfo->styles[3] != 255)
10423 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10424 VectorMA(c, scale, lm, c);
10434 rsurface.lightmapcolor4f = rsurface.array_color4f;
10435 rsurface.lightmapcolor4f_bufferobject = 0;
10436 rsurface.lightmapcolor4f_bufferoffset = 0;
10440 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10441 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10442 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10444 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10445 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10446 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10447 GL_Color(r, g, b, a);
10448 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10451 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10453 int texturesurfaceindex;
10460 vec3_t ambientcolor;
10461 vec3_t diffusecolor;
10465 VectorCopy(rsurface.modellight_lightdir, lightdir);
10466 f = 0.5f * r_refdef.lightmapintensity;
10467 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10468 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10469 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10470 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10471 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10472 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10474 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10476 // generate color arrays for the surfaces in this list
10477 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10479 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10480 int numverts = surface->num_vertices;
10481 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10482 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10483 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10484 // q3-style directional shading
10485 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10487 if ((f = DotProduct(n, lightdir)) > 0)
10488 VectorMA(ambientcolor, f, diffusecolor, c);
10490 VectorCopy(ambientcolor, c);
10498 rsurface.lightmapcolor4f = rsurface.array_color4f;
10499 rsurface.lightmapcolor4f_bufferobject = 0;
10500 rsurface.lightmapcolor4f_bufferoffset = 0;
10501 *applycolor = false;
10505 *r = ambientcolor[0];
10506 *g = ambientcolor[1];
10507 *b = ambientcolor[2];
10508 rsurface.lightmapcolor4f = NULL;
10509 rsurface.lightmapcolor4f_bufferobject = 0;
10510 rsurface.lightmapcolor4f_bufferoffset = 0;
10514 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10516 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10517 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10518 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10519 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10520 GL_Color(r, g, b, a);
10521 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10524 void RSurf_SetupDepthAndCulling(void)
10526 // submodels are biased to avoid z-fighting with world surfaces that they
10527 // may be exactly overlapping (avoids z-fighting artifacts on certain
10528 // doors and things in Quake maps)
10529 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10530 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10531 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10532 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10535 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10537 // transparent sky would be ridiculous
10538 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10540 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10541 skyrenderlater = true;
10542 RSurf_SetupDepthAndCulling();
10543 GL_DepthMask(true);
10544 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10545 // skymasking on them, and Quake3 never did sky masking (unlike
10546 // software Quake and software Quake2), so disable the sky masking
10547 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10548 // and skymasking also looks very bad when noclipping outside the
10549 // level, so don't use it then either.
10550 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10552 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10553 R_Mesh_ColorPointer(NULL, 0, 0);
10554 R_Mesh_ResetTextureState();
10555 if (skyrendermasked)
10557 R_SetupShader_DepthOrShadow();
10558 // depth-only (masking)
10559 GL_ColorMask(0,0,0,0);
10560 // just to make sure that braindead drivers don't draw
10561 // anything despite that colormask...
10562 GL_BlendFunc(GL_ZERO, GL_ONE);
10566 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10568 GL_BlendFunc(GL_ONE, GL_ZERO);
10570 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10571 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10572 if (skyrendermasked)
10573 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10575 R_Mesh_ResetTextureState();
10576 GL_Color(1, 1, 1, 1);
10579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10581 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10583 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10585 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10588 // render screenspace normalmap to texture
10589 GL_DepthMask(true);
10590 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10591 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10593 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10595 // render water or distortion background, then blend surface on top
10596 GL_DepthMask(true);
10597 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10598 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10599 GL_DepthMask(false);
10600 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10601 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10602 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10604 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10608 // render surface normally
10609 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10610 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10611 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10612 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10613 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10614 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10616 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10620 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10622 // OpenGL 1.3 path - anything not completely ancient
10623 int texturesurfaceindex;
10624 qboolean applycolor;
10627 const texturelayer_t *layer;
10628 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10630 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10633 int layertexrgbscale;
10634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10636 if (layerindex == 0)
10637 GL_AlphaTest(true);
10640 GL_AlphaTest(false);
10641 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10644 GL_DepthMask(layer->depthmask && writedepth);
10645 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10646 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10648 layertexrgbscale = 4;
10649 VectorScale(layer->color, 0.25f, layercolor);
10651 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10653 layertexrgbscale = 2;
10654 VectorScale(layer->color, 0.5f, layercolor);
10658 layertexrgbscale = 1;
10659 VectorScale(layer->color, 1.0f, layercolor);
10661 layercolor[3] = layer->color[3];
10662 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10663 R_Mesh_ColorPointer(NULL, 0, 0);
10664 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10665 switch (layer->type)
10667 case TEXTURELAYERTYPE_LITTEXTURE:
10668 // single-pass lightmapped texture with 2x rgbscale
10669 R_Mesh_TexBind(0, r_texture_white);
10670 R_Mesh_TexMatrix(0, NULL);
10671 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10672 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10673 R_Mesh_TexBind(1, layer->texture);
10674 R_Mesh_TexMatrix(1, &layer->texmatrix);
10675 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10676 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10678 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10679 else if (rsurface.uselightmaptexture)
10680 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10682 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10684 case TEXTURELAYERTYPE_TEXTURE:
10685 // singletexture unlit texture with transparency support
10686 R_Mesh_TexBind(0, layer->texture);
10687 R_Mesh_TexMatrix(0, &layer->texmatrix);
10688 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10689 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10690 R_Mesh_TexBind(1, 0);
10691 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10692 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10694 case TEXTURELAYERTYPE_FOG:
10695 // singletexture fogging
10696 if (layer->texture)
10698 R_Mesh_TexBind(0, layer->texture);
10699 R_Mesh_TexMatrix(0, &layer->texmatrix);
10700 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10705 R_Mesh_TexBind(0, 0);
10706 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10708 R_Mesh_TexBind(1, 0);
10709 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10710 // generate a color array for the fog pass
10711 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10712 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10718 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10719 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10721 f = 1 - RSurf_FogVertex(v);
10722 c[0] = layercolor[0];
10723 c[1] = layercolor[1];
10724 c[2] = layercolor[2];
10725 c[3] = f * layercolor[3];
10728 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10731 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10735 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10737 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10738 GL_AlphaTest(false);
10742 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10744 // OpenGL 1.1 - crusty old voodoo path
10745 int texturesurfaceindex;
10748 const texturelayer_t *layer;
10749 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10751 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10753 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10755 if (layerindex == 0)
10756 GL_AlphaTest(true);
10759 GL_AlphaTest(false);
10760 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10763 GL_DepthMask(layer->depthmask && writedepth);
10764 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10765 R_Mesh_ColorPointer(NULL, 0, 0);
10766 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10767 switch (layer->type)
10769 case TEXTURELAYERTYPE_LITTEXTURE:
10770 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10772 // two-pass lit texture with 2x rgbscale
10773 // first the lightmap pass
10774 R_Mesh_TexBind(0, r_texture_white);
10775 R_Mesh_TexMatrix(0, NULL);
10776 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10777 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10778 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10779 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10780 else if (rsurface.uselightmaptexture)
10781 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10783 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10784 // then apply the texture to it
10785 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10786 R_Mesh_TexBind(0, layer->texture);
10787 R_Mesh_TexMatrix(0, &layer->texmatrix);
10788 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10789 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10790 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10794 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10795 R_Mesh_TexBind(0, layer->texture);
10796 R_Mesh_TexMatrix(0, &layer->texmatrix);
10797 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10798 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10799 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10800 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10802 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10805 case TEXTURELAYERTYPE_TEXTURE:
10806 // singletexture unlit texture with transparency support
10807 R_Mesh_TexBind(0, layer->texture);
10808 R_Mesh_TexMatrix(0, &layer->texmatrix);
10809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10810 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10811 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10813 case TEXTURELAYERTYPE_FOG:
10814 // singletexture fogging
10815 if (layer->texture)
10817 R_Mesh_TexBind(0, layer->texture);
10818 R_Mesh_TexMatrix(0, &layer->texmatrix);
10819 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10820 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10824 R_Mesh_TexBind(0, 0);
10825 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10827 // generate a color array for the fog pass
10828 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10829 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10835 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10836 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10838 f = 1 - RSurf_FogVertex(v);
10839 c[0] = layer->color[0];
10840 c[1] = layer->color[1];
10841 c[2] = layer->color[2];
10842 c[3] = f * layer->color[3];
10845 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10848 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10852 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10854 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10855 GL_AlphaTest(false);
10859 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10863 GL_AlphaTest(false);
10864 R_Mesh_ColorPointer(NULL, 0, 0);
10865 R_Mesh_ResetTextureState();
10866 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10868 if(rsurface.texture && rsurface.texture->currentskinframe)
10870 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10871 c[3] *= rsurface.texture->currentalpha;
10881 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10883 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10884 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10885 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10888 // brighten it up (as texture value 127 means "unlit")
10889 c[0] *= 2 * r_refdef.view.colorscale;
10890 c[1] *= 2 * r_refdef.view.colorscale;
10891 c[2] *= 2 * r_refdef.view.colorscale;
10893 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10894 c[3] *= r_wateralpha.value;
10896 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10898 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10899 GL_DepthMask(false);
10901 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10903 GL_BlendFunc(GL_ONE, GL_ONE);
10904 GL_DepthMask(false);
10906 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10909 GL_DepthMask(false);
10911 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10913 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10914 GL_DepthMask(false);
10918 GL_BlendFunc(GL_ONE, GL_ZERO);
10919 GL_DepthMask(writedepth);
10922 rsurface.lightmapcolor4f = NULL;
10924 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10926 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10928 rsurface.lightmapcolor4f = NULL;
10929 rsurface.lightmapcolor4f_bufferobject = 0;
10930 rsurface.lightmapcolor4f_bufferoffset = 0;
10932 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10934 qboolean applycolor = true;
10937 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10939 r_refdef.lightmapintensity = 1;
10940 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10941 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10945 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10947 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10948 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10949 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10952 if(!rsurface.lightmapcolor4f)
10953 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10955 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10956 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10957 if(r_refdef.fogenabled)
10958 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10960 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10961 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10964 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10967 RSurf_SetupDepthAndCulling();
10968 if (r_showsurfaces.integer == 3 && !prepass)
10970 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10973 switch (vid.renderpath)
10975 case RENDERPATH_GL20:
10976 case RENDERPATH_CGGL:
10977 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10979 case RENDERPATH_GL13:
10980 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10982 case RENDERPATH_GL11:
10983 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10989 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10992 RSurf_SetupDepthAndCulling();
10993 if (r_showsurfaces.integer == 3 && !prepass)
10995 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10998 switch (vid.renderpath)
11000 case RENDERPATH_GL20:
11001 case RENDERPATH_CGGL:
11002 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11004 case RENDERPATH_GL13:
11005 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11007 case RENDERPATH_GL11:
11008 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11014 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11017 int texturenumsurfaces, endsurface;
11018 texture_t *texture;
11019 const msurface_t *surface;
11020 const msurface_t *texturesurfacelist[256];
11022 // if the model is static it doesn't matter what value we give for
11023 // wantnormals and wanttangents, so this logic uses only rules applicable
11024 // to a model, knowing that they are meaningless otherwise
11025 if (ent == r_refdef.scene.worldentity)
11026 RSurf_ActiveWorldEntity();
11027 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11028 RSurf_ActiveModelEntity(ent, false, false, false);
11031 switch (vid.renderpath)
11033 case RENDERPATH_GL20:
11034 case RENDERPATH_CGGL:
11035 RSurf_ActiveModelEntity(ent, true, true, false);
11037 case RENDERPATH_GL13:
11038 case RENDERPATH_GL11:
11039 RSurf_ActiveModelEntity(ent, true, false, false);
11044 if (r_transparentdepthmasking.integer)
11046 qboolean setup = false;
11047 for (i = 0;i < numsurfaces;i = j)
11050 surface = rsurface.modelsurfaces + surfacelist[i];
11051 texture = surface->texture;
11052 rsurface.texture = R_GetCurrentTexture(texture);
11053 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11054 // scan ahead until we find a different texture
11055 endsurface = min(i + 1024, numsurfaces);
11056 texturenumsurfaces = 0;
11057 texturesurfacelist[texturenumsurfaces++] = surface;
11058 for (;j < endsurface;j++)
11060 surface = rsurface.modelsurfaces + surfacelist[j];
11061 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11063 texturesurfacelist[texturenumsurfaces++] = surface;
11065 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11067 // render the range of surfaces as depth
11071 GL_ColorMask(0,0,0,0);
11073 GL_DepthTest(true);
11074 GL_BlendFunc(GL_ONE, GL_ZERO);
11075 GL_DepthMask(true);
11076 GL_AlphaTest(false);
11077 R_Mesh_ColorPointer(NULL, 0, 0);
11078 R_Mesh_ResetTextureState();
11079 R_SetupShader_DepthOrShadow();
11081 RSurf_SetupDepthAndCulling();
11082 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11083 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11086 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11089 for (i = 0;i < numsurfaces;i = j)
11092 surface = rsurface.modelsurfaces + surfacelist[i];
11093 texture = surface->texture;
11094 rsurface.texture = R_GetCurrentTexture(texture);
11095 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11096 // scan ahead until we find a different texture
11097 endsurface = min(i + 1024, numsurfaces);
11098 texturenumsurfaces = 0;
11099 texturesurfacelist[texturenumsurfaces++] = surface;
11100 for (;j < endsurface;j++)
11102 surface = rsurface.modelsurfaces + surfacelist[j];
11103 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11105 texturesurfacelist[texturenumsurfaces++] = surface;
11107 // render the range of surfaces
11108 if (ent == r_refdef.scene.worldentity)
11109 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11111 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11113 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11114 GL_AlphaTest(false);
11117 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11119 // transparent surfaces get pushed off into the transparent queue
11120 int surfacelistindex;
11121 const msurface_t *surface;
11122 vec3_t tempcenter, center;
11123 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11125 surface = texturesurfacelist[surfacelistindex];
11126 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11127 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11128 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11129 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11130 if (queueentity->transparent_offset) // transparent offset
11132 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11133 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11134 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11136 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11140 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11142 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11146 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11148 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11150 RSurf_SetupDepthAndCulling();
11151 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11152 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11156 if (!rsurface.texture->currentnumlayers)
11158 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11159 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11161 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11163 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11165 RSurf_SetupDepthAndCulling();
11166 GL_AlphaTest(false);
11167 R_Mesh_ColorPointer(NULL, 0, 0);
11168 R_Mesh_ResetTextureState();
11169 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11170 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11171 GL_DepthMask(true);
11172 GL_BlendFunc(GL_ONE, GL_ZERO);
11173 GL_Color(0, 0, 0, 1);
11174 GL_DepthTest(writedepth);
11175 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11177 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11179 RSurf_SetupDepthAndCulling();
11180 GL_AlphaTest(false);
11181 R_Mesh_ColorPointer(NULL, 0, 0);
11182 R_Mesh_ResetTextureState();
11183 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11184 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11185 GL_DepthMask(true);
11186 GL_BlendFunc(GL_ONE, GL_ZERO);
11187 GL_DepthTest(true);
11188 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11190 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11191 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11192 else if (!rsurface.texture->currentnumlayers)
11194 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11196 // in the deferred case, transparent surfaces were queued during prepass
11197 if (!r_shadow_usingdeferredprepass)
11198 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11202 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11203 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11208 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11211 texture_t *texture;
11212 // break the surface list down into batches by texture and use of lightmapping
11213 for (i = 0;i < numsurfaces;i = j)
11216 // texture is the base texture pointer, rsurface.texture is the
11217 // current frame/skin the texture is directing us to use (for example
11218 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11219 // use skin 1 instead)
11220 texture = surfacelist[i]->texture;
11221 rsurface.texture = R_GetCurrentTexture(texture);
11222 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11223 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11225 // if this texture is not the kind we want, skip ahead to the next one
11226 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11230 // simply scan ahead until we find a different texture or lightmap state
11231 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11233 // render the range of surfaces
11234 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11238 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11243 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11245 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11247 RSurf_SetupDepthAndCulling();
11248 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11249 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11253 if (!rsurface.texture->currentnumlayers)
11255 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11256 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11258 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11260 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11262 RSurf_SetupDepthAndCulling();
11263 GL_AlphaTest(false);
11264 R_Mesh_ColorPointer(NULL, 0, 0);
11265 R_Mesh_ResetTextureState();
11266 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11267 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11268 GL_DepthMask(true);
11269 GL_BlendFunc(GL_ONE, GL_ZERO);
11270 GL_Color(0, 0, 0, 1);
11271 GL_DepthTest(writedepth);
11272 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11274 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11276 RSurf_SetupDepthAndCulling();
11277 GL_AlphaTest(false);
11278 R_Mesh_ColorPointer(NULL, 0, 0);
11279 R_Mesh_ResetTextureState();
11280 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11281 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11282 GL_DepthMask(true);
11283 GL_BlendFunc(GL_ONE, GL_ZERO);
11284 GL_DepthTest(true);
11285 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11287 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11288 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11289 else if (!rsurface.texture->currentnumlayers)
11291 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11293 // in the deferred case, transparent surfaces were queued during prepass
11294 if (!r_shadow_usingdeferredprepass)
11295 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11299 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11300 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11305 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11308 texture_t *texture;
11309 // break the surface list down into batches by texture and use of lightmapping
11310 for (i = 0;i < numsurfaces;i = j)
11313 // texture is the base texture pointer, rsurface.texture is the
11314 // current frame/skin the texture is directing us to use (for example
11315 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11316 // use skin 1 instead)
11317 texture = surfacelist[i]->texture;
11318 rsurface.texture = R_GetCurrentTexture(texture);
11319 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11320 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11322 // if this texture is not the kind we want, skip ahead to the next one
11323 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11327 // simply scan ahead until we find a different texture or lightmap state
11328 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11330 // render the range of surfaces
11331 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11335 float locboxvertex3f[6*4*3] =
11337 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11338 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11339 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11340 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11341 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11342 1,0,0, 0,0,0, 0,1,0, 1,1,0
11345 unsigned short locboxelements[6*2*3] =
11350 12,13,14, 12,14,15,
11351 16,17,18, 16,18,19,
11355 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11358 cl_locnode_t *loc = (cl_locnode_t *)ent;
11360 float vertex3f[6*4*3];
11362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11363 GL_DepthMask(false);
11364 GL_DepthRange(0, 1);
11365 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11366 GL_DepthTest(true);
11367 GL_CullFace(GL_NONE);
11368 R_EntityMatrix(&identitymatrix);
11370 R_Mesh_VertexPointer(vertex3f, 0, 0);
11371 R_Mesh_ColorPointer(NULL, 0, 0);
11372 R_Mesh_ResetTextureState();
11373 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11375 i = surfacelist[0];
11376 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11377 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11378 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11379 surfacelist[0] < 0 ? 0.5f : 0.125f);
11381 if (VectorCompare(loc->mins, loc->maxs))
11383 VectorSet(size, 2, 2, 2);
11384 VectorMA(loc->mins, -0.5f, size, mins);
11388 VectorCopy(loc->mins, mins);
11389 VectorSubtract(loc->maxs, loc->mins, size);
11392 for (i = 0;i < 6*4*3;)
11393 for (j = 0;j < 3;j++, i++)
11394 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11396 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11399 void R_DrawLocs(void)
11402 cl_locnode_t *loc, *nearestloc;
11404 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11405 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11407 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11408 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11412 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11414 if (decalsystem->decals)
11415 Mem_Free(decalsystem->decals);
11416 memset(decalsystem, 0, sizeof(*decalsystem));
11419 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)
11422 tridecal_t *decals;
11426 // expand or initialize the system
11427 if (decalsystem->maxdecals <= decalsystem->numdecals)
11429 decalsystem_t old = *decalsystem;
11430 qboolean useshortelements;
11431 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11432 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11433 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)));
11434 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11435 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11436 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11437 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11438 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11439 if (decalsystem->numdecals)
11440 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11442 Mem_Free(old.decals);
11443 for (i = 0;i < decalsystem->maxdecals*3;i++)
11444 decalsystem->element3i[i] = i;
11445 if (useshortelements)
11446 for (i = 0;i < decalsystem->maxdecals*3;i++)
11447 decalsystem->element3s[i] = i;
11450 // grab a decal and search for another free slot for the next one
11451 maxdecals = decalsystem->maxdecals;
11452 decals = decalsystem->decals;
11453 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11454 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11456 decalsystem->freedecal = i;
11457 if (decalsystem->numdecals <= i)
11458 decalsystem->numdecals = i + 1;
11460 // initialize the decal
11462 decal->triangleindex = triangleindex;
11463 decal->surfaceindex = surfaceindex;
11464 decal->decalsequence = decalsequence;
11465 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11466 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11467 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11468 decal->color4ub[0][3] = 255;
11469 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11470 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11471 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11472 decal->color4ub[1][3] = 255;
11473 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11474 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11475 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11476 decal->color4ub[2][3] = 255;
11477 decal->vertex3f[0][0] = v0[0];
11478 decal->vertex3f[0][1] = v0[1];
11479 decal->vertex3f[0][2] = v0[2];
11480 decal->vertex3f[1][0] = v1[0];
11481 decal->vertex3f[1][1] = v1[1];
11482 decal->vertex3f[1][2] = v1[2];
11483 decal->vertex3f[2][0] = v2[0];
11484 decal->vertex3f[2][1] = v2[1];
11485 decal->vertex3f[2][2] = v2[2];
11486 decal->texcoord2f[0][0] = t0[0];
11487 decal->texcoord2f[0][1] = t0[1];
11488 decal->texcoord2f[1][0] = t1[0];
11489 decal->texcoord2f[1][1] = t1[1];
11490 decal->texcoord2f[2][0] = t2[0];
11491 decal->texcoord2f[2][1] = t2[1];
11494 extern cvar_t cl_decals_bias;
11495 extern cvar_t cl_decals_models;
11496 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11497 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)
11499 matrix4x4_t projection;
11500 decalsystem_t *decalsystem;
11503 const float *vertex3f;
11504 const msurface_t *surface;
11505 const msurface_t *surfaces;
11506 const int *surfacelist;
11507 const texture_t *texture;
11510 int numsurfacelist;
11511 int surfacelistindex;
11514 int decalsurfaceindex;
11519 float localorigin[3];
11520 float localnormal[3];
11521 float localmins[3];
11522 float localmaxs[3];
11529 float planes[6][4];
11531 float points[2][9][3];
11535 decalsystem = &ent->decalsystem;
11536 model = ent->model;
11537 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11539 R_DecalSystem_Reset(&ent->decalsystem);
11543 if (!model->brush.data_nodes && !cl_decals_models.integer)
11545 if (decalsystem->model)
11546 R_DecalSystem_Reset(decalsystem);
11550 if (decalsystem->model != model)
11551 R_DecalSystem_Reset(decalsystem);
11552 decalsystem->model = model;
11554 RSurf_ActiveModelEntity(ent, false, false, false);
11556 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11557 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11558 VectorNormalize(localnormal);
11559 localsize = worldsize*rsurface.inversematrixscale;
11560 ilocalsize = 1.0f / localsize;
11561 localmins[0] = localorigin[0] - localsize;
11562 localmins[1] = localorigin[1] - localsize;
11563 localmins[2] = localorigin[2] - localsize;
11564 localmaxs[0] = localorigin[0] + localsize;
11565 localmaxs[1] = localorigin[1] + localsize;
11566 localmaxs[2] = localorigin[2] + localsize;
11568 //VectorCopy(localnormal, planes[4]);
11569 //VectorVectors(planes[4], planes[2], planes[0]);
11570 AnglesFromVectors(angles, localnormal, NULL, false);
11571 AngleVectors(angles, planes[0], planes[2], planes[4]);
11572 VectorNegate(planes[0], planes[1]);
11573 VectorNegate(planes[2], planes[3]);
11574 VectorNegate(planes[4], planes[5]);
11575 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11576 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11577 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11578 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11579 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11580 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11585 matrix4x4_t forwardprojection;
11586 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11587 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11592 float projectionvector[4][3];
11593 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11594 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11595 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11596 projectionvector[0][0] = planes[0][0] * ilocalsize;
11597 projectionvector[0][1] = planes[1][0] * ilocalsize;
11598 projectionvector[0][2] = planes[2][0] * ilocalsize;
11599 projectionvector[1][0] = planes[0][1] * ilocalsize;
11600 projectionvector[1][1] = planes[1][1] * ilocalsize;
11601 projectionvector[1][2] = planes[2][1] * ilocalsize;
11602 projectionvector[2][0] = planes[0][2] * ilocalsize;
11603 projectionvector[2][1] = planes[1][2] * ilocalsize;
11604 projectionvector[2][2] = planes[2][2] * ilocalsize;
11605 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11606 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11607 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11608 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11612 dynamic = model->surfmesh.isanimated;
11613 vertex3f = rsurface.modelvertex3f;
11614 numsurfacelist = model->nummodelsurfaces;
11615 surfacelist = model->sortedmodelsurfaces;
11616 surfaces = model->data_surfaces;
11617 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11619 surfaceindex = surfacelist[surfacelistindex];
11620 surface = surfaces + surfaceindex;
11621 // check cull box first because it rejects more than any other check
11622 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11624 // skip transparent surfaces
11625 texture = surface->texture;
11626 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11628 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11630 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11631 numvertices = surface->num_vertices;
11632 numtriangles = surface->num_triangles;
11633 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11635 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11637 index = 3*e[cornerindex];
11638 VectorCopy(vertex3f + index, v[cornerindex]);
11641 //TriangleNormal(v[0], v[1], v[2], normal);
11642 //if (DotProduct(normal, localnormal) < 0.0f)
11644 // clip by each of the box planes formed from the projection matrix
11645 // if anything survives, we emit the decal
11646 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]);
11649 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]);
11652 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]);
11655 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]);
11658 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]);
11661 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]);
11664 // some part of the triangle survived, so we have to accept it...
11667 // dynamic always uses the original triangle
11669 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11671 index = 3*e[cornerindex];
11672 VectorCopy(vertex3f + index, v[cornerindex]);
11675 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11677 // convert vertex positions to texcoords
11678 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11679 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11680 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11681 // calculate distance fade from the projection origin
11682 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11683 f = bound(0.0f, f, 1.0f);
11684 c[cornerindex][0] = r * f;
11685 c[cornerindex][1] = g * f;
11686 c[cornerindex][2] = b * f;
11687 c[cornerindex][3] = 1.0f;
11688 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11691 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);
11693 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11694 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);
11699 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11700 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)
11702 int renderentityindex;
11703 float worldmins[3];
11704 float worldmaxs[3];
11705 entity_render_t *ent;
11707 if (!cl_decals_newsystem.integer)
11710 worldmins[0] = worldorigin[0] - worldsize;
11711 worldmins[1] = worldorigin[1] - worldsize;
11712 worldmins[2] = worldorigin[2] - worldsize;
11713 worldmaxs[0] = worldorigin[0] + worldsize;
11714 worldmaxs[1] = worldorigin[1] + worldsize;
11715 worldmaxs[2] = worldorigin[2] + worldsize;
11717 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11719 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11721 ent = r_refdef.scene.entities[renderentityindex];
11722 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11725 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11729 typedef struct r_decalsystem_splatqueue_s
11731 vec3_t worldorigin;
11732 vec3_t worldnormal;
11738 r_decalsystem_splatqueue_t;
11740 int r_decalsystem_numqueued = 0;
11741 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11743 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)
11745 r_decalsystem_splatqueue_t *queue;
11747 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11750 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11751 VectorCopy(worldorigin, queue->worldorigin);
11752 VectorCopy(worldnormal, queue->worldnormal);
11753 Vector4Set(queue->color, r, g, b, a);
11754 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11755 queue->worldsize = worldsize;
11756 queue->decalsequence = cl.decalsequence++;
11759 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11762 r_decalsystem_splatqueue_t *queue;
11764 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11765 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);
11766 r_decalsystem_numqueued = 0;
11769 extern cvar_t cl_decals_max;
11770 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11773 decalsystem_t *decalsystem = &ent->decalsystem;
11780 if (!decalsystem->numdecals)
11783 if (r_showsurfaces.integer)
11786 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11788 R_DecalSystem_Reset(decalsystem);
11792 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11793 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11795 if (decalsystem->lastupdatetime)
11796 frametime = (cl.time - decalsystem->lastupdatetime);
11799 decalsystem->lastupdatetime = cl.time;
11800 decal = decalsystem->decals;
11801 numdecals = decalsystem->numdecals;
11803 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11805 if (decal->color4ub[0][3])
11807 decal->lived += frametime;
11808 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11810 memset(decal, 0, sizeof(*decal));
11811 if (decalsystem->freedecal > i)
11812 decalsystem->freedecal = i;
11816 decal = decalsystem->decals;
11817 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11820 // collapse the array by shuffling the tail decals into the gaps
11823 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11824 decalsystem->freedecal++;
11825 if (decalsystem->freedecal == numdecals)
11827 decal[decalsystem->freedecal] = decal[--numdecals];
11830 decalsystem->numdecals = numdecals;
11832 if (numdecals <= 0)
11834 // if there are no decals left, reset decalsystem
11835 R_DecalSystem_Reset(decalsystem);
11839 extern skinframe_t *decalskinframe;
11840 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11843 decalsystem_t *decalsystem = &ent->decalsystem;
11853 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11856 numdecals = decalsystem->numdecals;
11860 if (r_showsurfaces.integer)
11863 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11865 R_DecalSystem_Reset(decalsystem);
11869 // if the model is static it doesn't matter what value we give for
11870 // wantnormals and wanttangents, so this logic uses only rules applicable
11871 // to a model, knowing that they are meaningless otherwise
11872 if (ent == r_refdef.scene.worldentity)
11873 RSurf_ActiveWorldEntity();
11875 RSurf_ActiveModelEntity(ent, false, false, false);
11877 decalsystem->lastupdatetime = cl.time;
11878 decal = decalsystem->decals;
11880 fadedelay = cl_decals_time.value;
11881 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11883 // update vertex positions for animated models
11884 v3f = decalsystem->vertex3f;
11885 c4f = decalsystem->color4f;
11886 t2f = decalsystem->texcoord2f;
11887 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11889 if (!decal->color4ub[0][3])
11892 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11895 // update color values for fading decals
11896 if (decal->lived >= cl_decals_time.value)
11898 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11899 alpha *= (1.0f/255.0f);
11902 alpha = 1.0f/255.0f;
11904 c4f[ 0] = decal->color4ub[0][0] * alpha;
11905 c4f[ 1] = decal->color4ub[0][1] * alpha;
11906 c4f[ 2] = decal->color4ub[0][2] * alpha;
11908 c4f[ 4] = decal->color4ub[1][0] * alpha;
11909 c4f[ 5] = decal->color4ub[1][1] * alpha;
11910 c4f[ 6] = decal->color4ub[1][2] * alpha;
11912 c4f[ 8] = decal->color4ub[2][0] * alpha;
11913 c4f[ 9] = decal->color4ub[2][1] * alpha;
11914 c4f[10] = decal->color4ub[2][2] * alpha;
11917 t2f[0] = decal->texcoord2f[0][0];
11918 t2f[1] = decal->texcoord2f[0][1];
11919 t2f[2] = decal->texcoord2f[1][0];
11920 t2f[3] = decal->texcoord2f[1][1];
11921 t2f[4] = decal->texcoord2f[2][0];
11922 t2f[5] = decal->texcoord2f[2][1];
11924 // update vertex positions for animated models
11925 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11927 e = rsurface.modelelement3i + 3*decal->triangleindex;
11928 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11929 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11930 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11934 VectorCopy(decal->vertex3f[0], v3f);
11935 VectorCopy(decal->vertex3f[1], v3f + 3);
11936 VectorCopy(decal->vertex3f[2], v3f + 6);
11947 r_refdef.stats.drawndecals += numtris;
11949 if (r_refdef.fogenabled)
11951 switch(vid.renderpath)
11953 case RENDERPATH_GL20:
11954 case RENDERPATH_CGGL:
11955 case RENDERPATH_GL13:
11956 case RENDERPATH_GL11:
11957 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11959 alpha = RSurf_FogVertex(v3f);
11968 // now render the decals all at once
11969 // (this assumes they all use one particle font texture!)
11970 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);
11971 R_Mesh_ResetTextureState();
11972 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11973 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11974 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11975 GL_DepthMask(false);
11976 GL_DepthRange(0, 1);
11977 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11978 GL_DepthTest(true);
11979 GL_CullFace(GL_NONE);
11980 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11981 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11982 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11986 static void R_DrawModelDecals(void)
11990 // fade faster when there are too many decals
11991 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11992 for (i = 0;i < r_refdef.scene.numentities;i++)
11993 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11995 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11996 for (i = 0;i < r_refdef.scene.numentities;i++)
11997 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11998 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12000 R_DecalSystem_ApplySplatEntitiesQueue();
12002 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12003 for (i = 0;i < r_refdef.scene.numentities;i++)
12004 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12006 r_refdef.stats.totaldecals += numdecals;
12008 if (r_showsurfaces.integer)
12011 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12013 for (i = 0;i < r_refdef.scene.numentities;i++)
12015 if (!r_refdef.viewcache.entityvisible[i])
12017 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12018 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12022 void R_DrawDebugModel(void)
12024 entity_render_t *ent = rsurface.entity;
12025 int i, j, k, l, flagsmask;
12026 const int *elements;
12028 const msurface_t *surface;
12029 dp_model_t *model = ent->model;
12032 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12034 R_Mesh_ColorPointer(NULL, 0, 0);
12035 R_Mesh_ResetTextureState();
12036 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12037 GL_DepthRange(0, 1);
12038 GL_DepthTest(!r_showdisabledepthtest.integer);
12039 GL_DepthMask(false);
12040 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12042 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12044 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12045 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12047 if (brush->colbrushf && brush->colbrushf->numtriangles)
12049 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12050 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12051 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12054 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12056 if (surface->num_collisiontriangles)
12058 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12059 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12060 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12065 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12067 if (r_showtris.integer || r_shownormals.integer)
12069 if (r_showdisabledepthtest.integer)
12071 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12072 GL_DepthMask(false);
12076 GL_BlendFunc(GL_ONE, GL_ZERO);
12077 GL_DepthMask(true);
12079 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12081 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12083 rsurface.texture = R_GetCurrentTexture(surface->texture);
12084 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12086 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12087 if (r_showtris.value > 0)
12089 if (!rsurface.texture->currentlayers->depthmask)
12090 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12091 else if (ent == r_refdef.scene.worldentity)
12092 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12094 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12095 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12096 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12097 R_Mesh_ColorPointer(NULL, 0, 0);
12098 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12099 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12100 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12101 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12102 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12105 if (r_shownormals.value < 0)
12107 qglBegin(GL_LINES);
12108 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12110 VectorCopy(rsurface.vertex3f + l * 3, v);
12111 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12112 qglVertex3f(v[0], v[1], v[2]);
12113 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12114 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12115 qglVertex3f(v[0], v[1], v[2]);
12120 if (r_shownormals.value > 0)
12122 qglBegin(GL_LINES);
12123 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12125 VectorCopy(rsurface.vertex3f + l * 3, v);
12126 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12127 qglVertex3f(v[0], v[1], v[2]);
12128 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12129 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12130 qglVertex3f(v[0], v[1], v[2]);
12134 qglBegin(GL_LINES);
12135 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12137 VectorCopy(rsurface.vertex3f + l * 3, v);
12138 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12139 qglVertex3f(v[0], v[1], v[2]);
12140 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12141 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12142 qglVertex3f(v[0], v[1], v[2]);
12146 qglBegin(GL_LINES);
12147 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12149 VectorCopy(rsurface.vertex3f + l * 3, v);
12150 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12151 qglVertex3f(v[0], v[1], v[2]);
12152 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12153 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12154 qglVertex3f(v[0], v[1], v[2]);
12161 rsurface.texture = NULL;
12165 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12166 int r_maxsurfacelist = 0;
12167 const msurface_t **r_surfacelist = NULL;
12168 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12170 int i, j, endj, f, flagsmask;
12172 dp_model_t *model = r_refdef.scene.worldmodel;
12173 msurface_t *surfaces;
12174 unsigned char *update;
12175 int numsurfacelist = 0;
12179 if (r_maxsurfacelist < model->num_surfaces)
12181 r_maxsurfacelist = model->num_surfaces;
12183 Mem_Free((msurface_t**)r_surfacelist);
12184 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12187 RSurf_ActiveWorldEntity();
12189 surfaces = model->data_surfaces;
12190 update = model->brushq1.lightmapupdateflags;
12192 // update light styles on this submodel
12193 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12195 model_brush_lightstyleinfo_t *style;
12196 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12198 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12200 int *list = style->surfacelist;
12201 style->value = r_refdef.scene.lightstylevalue[style->style];
12202 for (j = 0;j < style->numsurfaces;j++)
12203 update[list[j]] = true;
12208 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12212 R_DrawDebugModel();
12213 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12219 rsurface.uselightmaptexture = false;
12220 rsurface.texture = NULL;
12221 rsurface.rtlight = NULL;
12222 numsurfacelist = 0;
12223 // add visible surfaces to draw list
12224 for (i = 0;i < model->nummodelsurfaces;i++)
12226 j = model->sortedmodelsurfaces[i];
12227 if (r_refdef.viewcache.world_surfacevisible[j])
12228 r_surfacelist[numsurfacelist++] = surfaces + j;
12230 // update lightmaps if needed
12231 if (model->brushq1.firstrender)
12233 model->brushq1.firstrender = false;
12234 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12236 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12240 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12241 if (r_refdef.viewcache.world_surfacevisible[j])
12243 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12245 // don't do anything if there were no surfaces
12246 if (!numsurfacelist)
12248 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12251 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12252 GL_AlphaTest(false);
12254 // add to stats if desired
12255 if (r_speeds.integer && !skysurfaces && !depthonly)
12257 r_refdef.stats.world_surfaces += numsurfacelist;
12258 for (j = 0;j < numsurfacelist;j++)
12259 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12262 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12265 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12267 int i, j, endj, f, flagsmask;
12269 dp_model_t *model = ent->model;
12270 msurface_t *surfaces;
12271 unsigned char *update;
12272 int numsurfacelist = 0;
12276 if (r_maxsurfacelist < model->num_surfaces)
12278 r_maxsurfacelist = model->num_surfaces;
12280 Mem_Free((msurface_t **)r_surfacelist);
12281 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12284 // if the model is static it doesn't matter what value we give for
12285 // wantnormals and wanttangents, so this logic uses only rules applicable
12286 // to a model, knowing that they are meaningless otherwise
12287 if (ent == r_refdef.scene.worldentity)
12288 RSurf_ActiveWorldEntity();
12289 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12290 RSurf_ActiveModelEntity(ent, false, false, false);
12292 RSurf_ActiveModelEntity(ent, true, true, true);
12293 else if (depthonly)
12294 RSurf_ActiveModelEntity(ent, false, false, false);
12297 switch (vid.renderpath)
12299 case RENDERPATH_GL20:
12300 case RENDERPATH_CGGL:
12301 RSurf_ActiveModelEntity(ent, true, true, false);
12303 case RENDERPATH_GL13:
12304 case RENDERPATH_GL11:
12305 RSurf_ActiveModelEntity(ent, true, false, false);
12310 surfaces = model->data_surfaces;
12311 update = model->brushq1.lightmapupdateflags;
12313 // update light styles
12314 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12316 model_brush_lightstyleinfo_t *style;
12317 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12319 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12321 int *list = style->surfacelist;
12322 style->value = r_refdef.scene.lightstylevalue[style->style];
12323 for (j = 0;j < style->numsurfaces;j++)
12324 update[list[j]] = true;
12329 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12333 R_DrawDebugModel();
12334 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12340 rsurface.uselightmaptexture = false;
12341 rsurface.texture = NULL;
12342 rsurface.rtlight = NULL;
12343 numsurfacelist = 0;
12344 // add visible surfaces to draw list
12345 for (i = 0;i < model->nummodelsurfaces;i++)
12346 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12347 // don't do anything if there were no surfaces
12348 if (!numsurfacelist)
12350 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12353 // update lightmaps if needed
12357 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12362 R_BuildLightMap(ent, surfaces + j);
12367 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12369 R_BuildLightMap(ent, surfaces + j);
12370 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12371 GL_AlphaTest(false);
12373 // add to stats if desired
12374 if (r_speeds.integer && !skysurfaces && !depthonly)
12376 r_refdef.stats.entities_surfaces += numsurfacelist;
12377 for (j = 0;j < numsurfacelist;j++)
12378 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12381 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12384 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12386 static texture_t texture;
12387 static msurface_t surface;
12388 const msurface_t *surfacelist = &surface;
12390 // fake enough texture and surface state to render this geometry
12392 texture.update_lastrenderframe = -1; // regenerate this texture
12393 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12394 texture.currentskinframe = skinframe;
12395 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12396 texture.specularscalemod = 1;
12397 texture.specularpowermod = 1;
12399 surface.texture = &texture;
12400 surface.num_triangles = numtriangles;
12401 surface.num_firsttriangle = firsttriangle;
12402 surface.num_vertices = numvertices;
12403 surface.num_firstvertex = firstvertex;
12406 rsurface.texture = R_GetCurrentTexture(surface.texture);
12407 rsurface.uselightmaptexture = false;
12408 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12411 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)
12413 static msurface_t surface;
12414 const msurface_t *surfacelist = &surface;
12416 // fake enough texture and surface state to render this geometry
12418 surface.texture = texture;
12419 surface.num_triangles = numtriangles;
12420 surface.num_firsttriangle = firsttriangle;
12421 surface.num_vertices = numvertices;
12422 surface.num_firstvertex = firstvertex;
12425 rsurface.texture = R_GetCurrentTexture(surface.texture);
12426 rsurface.uselightmaptexture = false;
12427 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);