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_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
159 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"};
161 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"};
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 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)"};
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176 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)"};
178 extern cvar_t v_glslgamma;
180 extern qboolean v_flipped_state;
182 static struct r_bloomstate_s
187 int bloomwidth, bloomheight;
189 int screentexturewidth, screentextureheight;
190 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192 int bloomtexturewidth, bloomtextureheight;
193 rtexture_t *texture_bloom;
195 // arrays for rendering the screen passes
196 float screentexcoord2f[8];
197 float bloomtexcoord2f[8];
198 float offsettexcoord2f[8];
200 r_viewport_t viewport;
204 r_waterstate_t r_waterstate;
206 /// shadow volume bsp struct with automatically growing nodes buffer
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
237 typedef struct r_qwskincache_s
239 char name[MAX_QPATH];
240 skinframe_t *skinframe;
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
256 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 for (i = 0;i < verts;i++)
270 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 for (i = 0;i < verts;i++)
283 // FIXME: move this to client?
286 if (gamemode == GAME_NEHAHRA)
288 Cvar_Set("gl_fogenable", "0");
289 Cvar_Set("gl_fogdensity", "0.2");
290 Cvar_Set("gl_fogred", "0.3");
291 Cvar_Set("gl_foggreen", "0.3");
292 Cvar_Set("gl_fogblue", "0.3");
294 r_refdef.fog_density = 0;
295 r_refdef.fog_red = 0;
296 r_refdef.fog_green = 0;
297 r_refdef.fog_blue = 0;
298 r_refdef.fog_alpha = 1;
299 r_refdef.fog_start = 0;
300 r_refdef.fog_end = 16384;
301 r_refdef.fog_height = 1<<30;
302 r_refdef.fog_fadedepth = 128;
305 static void R_BuildBlankTextures(void)
307 unsigned char data[4];
308 data[2] = 128; // normal X
309 data[1] = 128; // normal Y
310 data[0] = 255; // normal Z
311 data[3] = 128; // height
312 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
317 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
322 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
327 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 static void R_BuildNoTexture(void)
333 unsigned char pix[16][16][4];
334 // this makes a light grey/dark grey checkerboard texture
335 for (y = 0;y < 16;y++)
337 for (x = 0;x < 16;x++)
339 if ((y < 8) ^ (x < 8))
355 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 static void R_BuildWhiteCube(void)
360 unsigned char data[6*1*1*4];
361 memset(data, 255, sizeof(data));
362 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 static void R_BuildNormalizationCube(void)
369 vec_t s, t, intensity;
372 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
373 for (side = 0;side < 6;side++)
375 for (y = 0;y < NORMSIZE;y++)
377 for (x = 0;x < NORMSIZE;x++)
379 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 intensity = 127.0f / sqrt(DotProduct(v, v));
416 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
417 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
418 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
419 data[((side*64+y)*64+x)*4+3] = 255;
423 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
427 static void R_BuildFogTexture(void)
431 unsigned char data1[FOGWIDTH][4];
432 //unsigned char data2[FOGWIDTH][4];
435 r_refdef.fogmasktable_start = r_refdef.fog_start;
436 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
437 r_refdef.fogmasktable_range = r_refdef.fogrange;
438 r_refdef.fogmasktable_density = r_refdef.fog_density;
440 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
441 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443 d = (x * r - r_refdef.fogmasktable_start);
444 if(developer_extra.integer)
445 Con_DPrintf("%f ", d);
447 if (r_fog_exp2.integer)
448 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
451 if(developer_extra.integer)
452 Con_DPrintf(" : %f ", alpha);
453 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
454 if(developer_extra.integer)
455 Con_DPrintf(" = %f\n", alpha);
456 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459 for (x = 0;x < FOGWIDTH;x++)
461 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
466 //data2[x][0] = 255 - b;
467 //data2[x][1] = 255 - b;
468 //data2[x][2] = 255 - b;
471 if (r_texture_fogattenuation)
473 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
474 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
478 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);
479 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
483 //=======================================================================================================================================================
485 static const char *builtinshaderstring =
486 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
487 "// written by Forest 'LordHavoc' Hale\n"
488 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
494 "#define USELIGHTMAP\n"
496 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
497 "#define USEEYEVECTOR\n"
500 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
501 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#ifdef USESHADOWMAP2D\n"
505 "# ifdef GL_EXT_gpu_shader4\n"
506 "# extension GL_EXT_gpu_shader4 : enable\n"
508 "# ifdef GL_ARB_texture_gather\n"
509 "# extension GL_ARB_texture_gather : enable\n"
511 "# ifdef GL_AMD_texture_texture4\n"
512 "# extension GL_AMD_texture_texture4 : enable\n"
517 "#ifdef USESHADOWMAPCUBE\n"
518 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "//#ifdef USESHADOWSAMPLER\n"
522 "//# extension GL_ARB_shadow : enable\n"
525 "//#ifdef __GLSL_CG_DATA_TYPES\n"
526 "//# define myhalf half\n"
527 "//# define myhalf2 half2\n"
528 "//# define myhalf3 half3\n"
529 "//# define myhalf4 half4\n"
531 "# define myhalf float\n"
532 "# define myhalf2 vec2\n"
533 "# define myhalf3 vec3\n"
534 "# define myhalf4 vec4\n"
537 "#ifdef VERTEX_SHADER\n"
538 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#ifdef MODE_DEPTH_OR_SHADOW\n"
542 "#ifdef VERTEX_SHADER\n"
545 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "#else // !MODE_DEPTH_ORSHADOW\n"
553 "#ifdef MODE_SHOWDEPTH\n"
554 "#ifdef VERTEX_SHADER\n"
557 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
558 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
562 "#ifdef FRAGMENT_SHADER\n"
565 " gl_FragColor = gl_Color;\n"
568 "#else // !MODE_SHOWDEPTH\n"
573 "#ifdef MODE_POSTPROCESS\n"
574 "varying vec2 TexCoord1;\n"
575 "varying vec2 TexCoord2;\n"
577 "#ifdef VERTEX_SHADER\n"
580 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
581 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
588 "#ifdef FRAGMENT_SHADER\n"
589 "uniform sampler2D Texture_First;\n"
591 "uniform sampler2D Texture_Second;\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "uniform sampler2D Texture_GammaRamps;\n"
596 "#ifdef USESATURATION\n"
597 "uniform float Saturation;\n"
599 "#ifdef USEVIEWTINT\n"
600 "uniform vec4 ViewTintColor;\n"
602 "//uncomment these if you want to use them:\n"
603 "uniform vec4 UserVec1;\n"
604 "// uniform vec4 UserVec2;\n"
605 "// uniform vec4 UserVec3;\n"
606 "// uniform vec4 UserVec4;\n"
607 "// uniform float ClientTime;\n"
608 "uniform vec2 PixelSize;\n"
611 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#ifdef USEVIEWTINT\n"
616 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#ifdef USEPOSTPROCESSING\n"
620 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
621 "// 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"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
623 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
627 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#ifdef USESATURATION\n"
631 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
632 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
633 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
634 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#ifdef USEGAMMARAMPS\n"
638 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
639 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
640 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
644 "#else // !MODE_POSTPROCESS\n"
649 "#ifdef MODE_GENERIC\n"
650 "#ifdef USEDIFFUSE\n"
651 "varying vec2 TexCoord1;\n"
653 "#ifdef USESPECULAR\n"
654 "varying vec2 TexCoord2;\n"
656 "#ifdef VERTEX_SHADER\n"
659 " gl_FrontColor = gl_Color;\n"
660 "#ifdef USEDIFFUSE\n"
661 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#ifdef USESPECULAR\n"
664 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "#ifdef USEDIFFUSE\n"
672 "uniform sampler2D Texture_First;\n"
674 "#ifdef USESPECULAR\n"
675 "uniform sampler2D Texture_Second;\n"
680 " gl_FragColor = gl_Color;\n"
681 "#ifdef USEDIFFUSE\n"
682 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#ifdef USESPECULAR\n"
686 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
687 "# ifdef USECOLORMAPPING\n"
688 " gl_FragColor *= tex2;\n"
691 " gl_FragColor += tex2;\n"
693 "# ifdef USEVERTEXTEXTUREBLEND\n"
694 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
699 "#else // !MODE_GENERIC\n"
704 "#ifdef MODE_BLOOMBLUR\n"
705 "varying TexCoord;\n"
706 "#ifdef VERTEX_SHADER\n"
709 " gl_FrontColor = gl_Color;\n"
710 " TexCoord = gl_MultiTexCoord0.xy;\n"
711 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
715 "#ifdef FRAGMENT_SHADER\n"
716 "uniform sampler2D Texture_First;\n"
717 "uniform vec4 BloomBlur_Parameters;\n"
722 " vec2 tc = TexCoord;\n"
723 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
725 " for (i = 1;i < SAMPLES;i++)\n"
727 " color += texture2D(Texture_First, tc).rgb;\n"
728 " tc += BloomBlur_Parameters.xy;\n"
730 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "#else // !MODE_BLOOMBLUR\n"
734 "#ifdef MODE_REFRACTION\n"
735 "varying vec2 TexCoord;\n"
736 "varying vec4 ModelViewProjectionPosition;\n"
737 "uniform mat4 TexMatrix;\n"
738 "#ifdef VERTEX_SHADER\n"
742 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
743 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef FRAGMENT_SHADER\n"
749 "uniform sampler2D Texture_Normal;\n"
750 "uniform sampler2D Texture_Refraction;\n"
751 "uniform sampler2D Texture_Reflection;\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform vec4 RefractColor;\n"
757 "uniform vec4 ReflectColor;\n"
758 "uniform float ReflectFactor;\n"
759 "uniform float ReflectOffset;\n"
763 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
764 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
765 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
767 " // FIXME temporary hack to detect the case that the reflection\n"
768 " // gets blackened at edges due to leaving the area that contains actual\n"
770 " // Remove this 'ack once we have a better way to stop this thing from\n"
772 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
773 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
774 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
776 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
777 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "#else // !MODE_REFRACTION\n"
785 "#ifdef MODE_WATER\n"
786 "varying vec2 TexCoord;\n"
787 "varying vec3 EyeVector;\n"
788 "varying vec4 ModelViewProjectionPosition;\n"
789 "#ifdef VERTEX_SHADER\n"
790 "uniform vec3 EyePosition;\n"
791 "uniform mat4 TexMatrix;\n"
795 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
796 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
797 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
798 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
799 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
801 " ModelViewProjectionPosition = gl_Position;\n"
805 "#ifdef FRAGMENT_SHADER\n"
806 "uniform sampler2D Texture_Normal;\n"
807 "uniform sampler2D Texture_Refraction;\n"
808 "uniform sampler2D Texture_Reflection;\n"
810 "uniform vec4 DistortScaleRefractReflect;\n"
811 "uniform vec4 ScreenScaleRefractReflect;\n"
812 "uniform vec4 ScreenCenterRefractReflect;\n"
813 "uniform vec4 RefractColor;\n"
814 "uniform vec4 ReflectColor;\n"
815 "uniform float ReflectFactor;\n"
816 "uniform float ReflectOffset;\n"
820 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
824 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
825 " // FIXME temporary hack to detect the case that the reflection\n"
826 " // gets blackened at edges due to leaving the area that contains actual\n"
828 " // Remove this 'ack once we have a better way to stop this thing from\n"
830 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
831 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
834 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
835 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
836 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
839 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
840 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "#else // !MODE_WATER\n"
849 "// common definitions between vertex shader and fragment shader:\n"
851 "varying vec2 TexCoord;\n"
852 "#ifdef USEVERTEXTEXTUREBLEND\n"
853 "varying vec2 TexCoord2;\n"
855 "#ifdef USELIGHTMAP\n"
856 "varying vec2 TexCoordLightmap;\n"
859 "#ifdef MODE_LIGHTSOURCE\n"
860 "varying vec3 CubeVector;\n"
863 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
864 "varying vec3 LightVector;\n"
867 "#ifdef USEEYEVECTOR\n"
868 "varying vec3 EyeVector;\n"
871 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
875 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
876 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
877 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#ifdef USEREFLECTION\n"
881 "varying vec4 ModelViewProjectionPosition;\n"
883 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
884 "uniform vec3 LightPosition;\n"
885 "varying vec4 ModelViewPosition;\n"
888 "#ifdef MODE_LIGHTSOURCE\n"
889 "uniform vec3 LightPosition;\n"
891 "uniform vec3 EyePosition;\n"
892 "#ifdef MODE_LIGHTDIRECTION\n"
893 "uniform vec3 LightDir;\n"
895 "uniform vec4 FogPlane;\n"
897 "#ifdef USESHADOWMAPORTHO\n"
898 "varying vec3 ShadowMapTC;\n"
905 "// 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"
907 "// fragment shader specific:\n"
908 "#ifdef FRAGMENT_SHADER\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Color;\n"
912 "uniform sampler2D Texture_Gloss;\n"
914 "uniform sampler2D Texture_Glow;\n"
916 "#ifdef USEVERTEXTEXTUREBLEND\n"
917 "uniform sampler2D Texture_SecondaryNormal;\n"
918 "uniform sampler2D Texture_SecondaryColor;\n"
919 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "uniform sampler2D Texture_SecondaryGlow;\n"
924 "#ifdef USECOLORMAPPING\n"
925 "uniform sampler2D Texture_Pants;\n"
926 "uniform sampler2D Texture_Shirt;\n"
929 "uniform sampler2D Texture_FogMask;\n"
931 "#ifdef USELIGHTMAP\n"
932 "uniform sampler2D Texture_Lightmap;\n"
934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
935 "uniform sampler2D Texture_Deluxemap;\n"
937 "#ifdef USEREFLECTION\n"
938 "uniform sampler2D Texture_Reflection;\n"
941 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
942 "uniform sampler2D Texture_ScreenDepth;\n"
943 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#ifdef USEDEFERREDLIGHTMAP\n"
946 "uniform sampler2D Texture_ScreenDiffuse;\n"
947 "uniform sampler2D Texture_ScreenSpecular;\n"
950 "uniform myhalf3 Color_Pants;\n"
951 "uniform myhalf3 Color_Shirt;\n"
952 "uniform myhalf3 FogColor;\n"
955 "uniform float FogRangeRecip;\n"
956 "uniform float FogPlaneViewDist;\n"
957 "uniform float FogHeightFade;\n"
958 "float FogVertex(void)\n"
960 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
961 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "#ifdef USEFOGOUTSIDE\n"
964 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
972 "#ifdef USEOFFSETMAPPING\n"
973 "uniform float OffsetMapping_Scale;\n"
974 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
977 " // 14 sample relief mapping: linear search and then binary search\n"
978 " // this basically steps forward a small amount repeatedly until it finds\n"
979 " // itself inside solid, then jitters forward and back using decreasing\n"
980 " // amounts to find the impact\n"
981 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
982 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
983 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 " vec3 RT = vec3(TexCoord, 1);\n"
985 " OffsetVector *= 0.1;\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);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
996 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1002 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1003 " // this basically moves forward the full distance, and then backs up based\n"
1004 " // on height of samples\n"
1005 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1006 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1007 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 " TexCoord += OffsetVector;\n"
1009 " OffsetVector *= 0.333;\n"
1010 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " return TexCoord;\n"
1016 "#endif // USEOFFSETMAPPING\n"
1018 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1019 "uniform sampler2D Texture_Attenuation;\n"
1020 "uniform samplerCube Texture_Cube;\n"
1022 "#ifdef USESHADOWMAPRECT\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1026 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1030 "#ifdef USESHADOWMAP2D\n"
1031 "# ifdef USESHADOWSAMPLER\n"
1032 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1034 "uniform sampler2D Texture_ShadowMap2D;\n"
1038 "#ifdef USESHADOWMAPVSDCT\n"
1039 "uniform samplerCube Texture_CubeProjection;\n"
1042 "#ifdef USESHADOWMAPCUBE\n"
1043 "# ifdef USESHADOWSAMPLER\n"
1044 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1046 "uniform samplerCube Texture_ShadowMapCube;\n"
1050 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1051 "uniform vec2 ShadowMap_TextureScale;\n"
1052 "uniform vec4 ShadowMap_Parameters;\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1056 "# ifdef USESHADOWMAPORTHO\n"
1057 "# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1059 "# ifdef USESHADOWMAPVSDCT\n"
1060 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1062 " vec3 adir = abs(dir);\n"
1063 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1064 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1065 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1066 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1067 " stc.z += ShadowMap_Parameters.z;\n"
1071 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1073 " vec3 adir = abs(dir);\n"
1077 " if (adir.x > adir.y)\n"
1079 " if (adir.x > adir.z) // X\n"
1083 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1089 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1094 " if (adir.y > adir.z) // Y\n"
1098 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1104 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1108 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1109 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1110 " stc.z += ShadowMap_Parameters.z;\n"
1115 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1117 "#ifdef USESHADOWMAPCUBE\n"
1118 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1120 " vec3 adir = abs(dir);\n"
1121 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1125 "# ifdef USESHADOWMAPRECT\n"
1126 "float ShadowMapCompare(vec3 dir)\n"
1128 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1130 "# ifdef USESHADOWSAMPLER\n"
1132 "# ifdef USESHADOWMAPPCF\n"
1133 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1134 " 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"
1136 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1141 "# ifdef USESHADOWMAPPCF\n"
1142 "# if USESHADOWMAPPCF > 1\n"
1143 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1144 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1145 " 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"
1146 " 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"
1147 " 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"
1148 " 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"
1149 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1150 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1152 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1153 " vec2 offset = fract(shadowmaptc.xy);\n"
1154 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1155 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1156 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1157 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1158 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1161 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1173 "# ifdef USESHADOWMAP2D\n"
1174 "float ShadowMapCompare(vec3 dir)\n"
1176 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1179 "# ifdef USESHADOWSAMPLER\n"
1180 "# ifdef USESHADOWMAPPCF\n"
1181 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1182 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1183 " 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"
1185 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1188 "# ifdef USESHADOWMAPPCF\n"
1189 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1190 "# ifdef GL_ARB_texture_gather\n"
1191 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1193 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " center *= ShadowMap_TextureScale;\n"
1197 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1198 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1199 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1200 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1201 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1202 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1203 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1205 "# ifdef GL_EXT_gpu_shader4\n"
1206 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1208 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1210 "# if USESHADOWMAPPCF > 1\n"
1211 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1212 " center *= ShadowMap_TextureScale;\n"
1213 " 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"
1214 " 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"
1215 " 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"
1216 " 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"
1217 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1218 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1220 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1221 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1222 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1223 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1224 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1225 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1229 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1232 "# ifdef USESHADOWMAPORTHO\n"
1233 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1240 "# ifdef USESHADOWMAPCUBE\n"
1241 "float ShadowMapCompare(vec3 dir)\n"
1243 " // apply depth texture cubemap as light filter\n"
1244 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1246 "# ifdef USESHADOWSAMPLER\n"
1247 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1249 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1254 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1255 "#endif // FRAGMENT_SHADER\n"
1260 "#ifdef MODE_DEFERREDGEOMETRY\n"
1261 "#ifdef VERTEX_SHADER\n"
1262 "uniform mat4 TexMatrix;\n"
1263 "#ifdef USEVERTEXTEXTUREBLEND\n"
1264 "uniform mat4 BackgroundTexMatrix;\n"
1266 "uniform mat4 ModelViewMatrix;\n"
1269 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1270 "#ifdef USEVERTEXTEXTUREBLEND\n"
1271 " gl_FrontColor = gl_Color;\n"
1272 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1275 " // transform unnormalized eye direction into tangent space\n"
1276 "#ifdef USEOFFSETMAPPING\n"
1277 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1278 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1279 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1280 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1283 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1284 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1285 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1286 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1288 "#endif // VERTEX_SHADER\n"
1290 "#ifdef FRAGMENT_SHADER\n"
1293 "#ifdef USEOFFSETMAPPING\n"
1294 " // apply offsetmapping\n"
1295 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1296 "#define TexCoord TexCoordOffset\n"
1299 "#ifdef USEALPHAKILL\n"
1300 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1304 "#ifdef USEVERTEXTEXTUREBLEND\n"
1305 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1306 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1307 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1308 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1311 "#ifdef USEVERTEXTEXTUREBLEND\n"
1312 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1313 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1315 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1316 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1319 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1321 "#endif // FRAGMENT_SHADER\n"
1322 "#else // !MODE_DEFERREDGEOMETRY\n"
1327 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1328 "#ifdef VERTEX_SHADER\n"
1329 "uniform mat4 ModelViewMatrix;\n"
1332 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1333 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1335 "#endif // VERTEX_SHADER\n"
1337 "#ifdef FRAGMENT_SHADER\n"
1338 "uniform mat4 ViewToLight;\n"
1339 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1340 "uniform vec2 ScreenToDepth;\n"
1341 "uniform myhalf3 DeferredColor_Ambient;\n"
1342 "uniform myhalf3 DeferredColor_Diffuse;\n"
1343 "#ifdef USESPECULAR\n"
1344 "uniform myhalf3 DeferredColor_Specular;\n"
1345 "uniform myhalf SpecularPower;\n"
1347 "uniform myhalf2 PixelToScreenTexCoord;\n"
1350 " // calculate viewspace pixel position\n"
1351 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1353 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1354 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1355 " // decode viewspace pixel normal\n"
1356 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1357 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1358 " // surfacenormal = pixel normal in viewspace\n"
1359 " // LightVector = pixel to light in viewspace\n"
1360 " // CubeVector = position in lightspace\n"
1361 " // eyevector = pixel to view in viewspace\n"
1362 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1363 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1364 "#ifdef USEDIFFUSE\n"
1365 " // calculate diffuse shading\n"
1366 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1367 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1369 "#ifdef USESPECULAR\n"
1370 " // calculate directional shading\n"
1371 " vec3 eyevector = position * -1.0;\n"
1372 "# ifdef USEEXACTSPECULARMATH\n"
1373 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1375 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1376 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1380 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1381 " fade *= ShadowMapCompare(CubeVector);\n"
1384 "#ifdef USEDIFFUSE\n"
1385 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1387 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1389 "#ifdef USESPECULAR\n"
1390 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1392 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1395 "# ifdef USECUBEFILTER\n"
1396 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1397 " gl_FragData[0].rgb *= cubecolor;\n"
1398 " gl_FragData[1].rgb *= cubecolor;\n"
1401 "#endif // FRAGMENT_SHADER\n"
1402 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1407 "#ifdef VERTEX_SHADER\n"
1408 "uniform mat4 TexMatrix;\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 "uniform mat4 BackgroundTexMatrix;\n"
1412 "#ifdef MODE_LIGHTSOURCE\n"
1413 "uniform mat4 ModelToLight;\n"
1415 "#ifdef USESHADOWMAPORTHO\n"
1416 "uniform mat4 ShadowMapMatrix;\n"
1420 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1421 " gl_FrontColor = gl_Color;\n"
1423 " // copy the surface texcoord\n"
1424 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1425 "#ifdef USEVERTEXTEXTUREBLEND\n"
1426 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1428 "#ifdef USELIGHTMAP\n"
1429 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1432 "#ifdef MODE_LIGHTSOURCE\n"
1433 " // transform vertex position into light attenuation/cubemap space\n"
1434 " // (-1 to +1 across the light box)\n"
1435 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1437 "# ifdef USEDIFFUSE\n"
1438 " // transform unnormalized light direction into tangent space\n"
1439 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1440 " // normalize it per pixel)\n"
1441 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1442 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1443 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1444 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1448 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1449 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1450 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1451 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1454 " // transform unnormalized eye direction into tangent space\n"
1455 "#ifdef USEEYEVECTOR\n"
1456 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1457 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1458 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1459 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1463 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1464 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1467 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1468 " VectorS = gl_MultiTexCoord1.xyz;\n"
1469 " VectorT = gl_MultiTexCoord2.xyz;\n"
1470 " VectorR = gl_MultiTexCoord3.xyz;\n"
1473 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1474 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1476 "#ifdef USESHADOWMAPORTHO\n"
1477 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1480 "#ifdef USEREFLECTION\n"
1481 " ModelViewProjectionPosition = gl_Position;\n"
1484 "#endif // VERTEX_SHADER\n"
1489 "#ifdef FRAGMENT_SHADER\n"
1490 "#ifdef USEDEFERREDLIGHTMAP\n"
1491 "uniform myhalf2 PixelToScreenTexCoord;\n"
1492 "uniform myhalf3 DeferredMod_Diffuse;\n"
1493 "uniform myhalf3 DeferredMod_Specular;\n"
1495 "uniform myhalf3 Color_Ambient;\n"
1496 "uniform myhalf3 Color_Diffuse;\n"
1497 "uniform myhalf3 Color_Specular;\n"
1498 "uniform myhalf SpecularPower;\n"
1500 "uniform myhalf3 Color_Glow;\n"
1502 "uniform myhalf Alpha;\n"
1503 "#ifdef USEREFLECTION\n"
1504 "uniform vec4 DistortScaleRefractReflect;\n"
1505 "uniform vec4 ScreenScaleRefractReflect;\n"
1506 "uniform vec4 ScreenCenterRefractReflect;\n"
1507 "uniform myhalf4 ReflectColor;\n"
1509 "#ifdef USEREFLECTCUBE\n"
1510 "uniform mat4 ModelToReflectCube;\n"
1511 "uniform sampler2D Texture_ReflectMask;\n"
1512 "uniform samplerCube Texture_ReflectCube;\n"
1514 "#ifdef MODE_LIGHTDIRECTION\n"
1515 "uniform myhalf3 LightColor;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform myhalf3 LightColor;\n"
1522 "#ifdef USEOFFSETMAPPING\n"
1523 " // apply offsetmapping\n"
1524 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1525 "#define TexCoord TexCoordOffset\n"
1528 " // combine the diffuse textures (base, pants, shirt)\n"
1529 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1530 "#ifdef USEALPHAKILL\n"
1531 " if (color.a < 0.5)\n"
1534 " color.a *= Alpha;\n"
1535 "#ifdef USECOLORMAPPING\n"
1536 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1538 "#ifdef USEVERTEXTEXTUREBLEND\n"
1539 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1540 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1541 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1542 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1544 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1547 " // get the surface normal\n"
1548 "#ifdef USEVERTEXTEXTUREBLEND\n"
1549 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1551 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1554 " // get the material colors\n"
1555 " myhalf3 diffusetex = color.rgb;\n"
1556 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1557 "# ifdef USEVERTEXTEXTUREBLEND\n"
1558 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1560 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1564 "#ifdef USEREFLECTCUBE\n"
1565 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1566 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1567 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1568 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1574 "#ifdef MODE_LIGHTSOURCE\n"
1575 " // light source\n"
1576 "#ifdef USEDIFFUSE\n"
1577 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1578 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1579 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1580 "#ifdef USESPECULAR\n"
1581 "#ifdef USEEXACTSPECULARMATH\n"
1582 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1584 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1585 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1587 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1590 " color.rgb = diffusetex * Color_Ambient;\n"
1592 " color.rgb *= LightColor;\n"
1593 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1594 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1595 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1597 "# ifdef USECUBEFILTER\n"
1598 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1600 "#endif // MODE_LIGHTSOURCE\n"
1605 "#ifdef MODE_LIGHTDIRECTION\n"
1607 "#ifdef USEDIFFUSE\n"
1608 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1610 "#define lightcolor LightColor\n"
1611 "#endif // MODE_LIGHTDIRECTION\n"
1612 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1614 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1615 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1616 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1617 " // convert modelspace light vector to tangentspace\n"
1618 " myhalf3 lightnormal;\n"
1619 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1620 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1621 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1622 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1623 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1624 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1625 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1626 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1627 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1628 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1629 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1630 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1631 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1632 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1633 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1635 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1636 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1637 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1643 "#ifdef MODE_LIGHTMAP\n"
1644 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1645 "#endif // MODE_LIGHTMAP\n"
1646 "#ifdef MODE_VERTEXCOLOR\n"
1647 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1648 "#endif // MODE_VERTEXCOLOR\n"
1649 "#ifdef MODE_FLATCOLOR\n"
1650 " color.rgb = diffusetex * Color_Ambient;\n"
1651 "#endif // MODE_FLATCOLOR\n"
1657 "# ifdef USEDIFFUSE\n"
1658 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1659 "# ifdef USESPECULAR\n"
1660 "# ifdef USEEXACTSPECULARMATH\n"
1661 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1663 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1664 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1666 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1668 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1671 " color.rgb = diffusetex * Color_Ambient;\n"
1675 "#ifdef USESHADOWMAPORTHO\n"
1676 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1679 "#ifdef USEDEFERREDLIGHTMAP\n"
1680 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1681 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1682 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1686 "#ifdef USEVERTEXTEXTUREBLEND\n"
1687 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1689 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1694 "#ifdef MODE_LIGHTSOURCE\n"
1695 " color.rgb *= myhalf(FogVertex());\n"
1697 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1701 " // 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"
1702 "#ifdef USEREFLECTION\n"
1703 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1704 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1705 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1706 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1707 " // FIXME temporary hack to detect the case that the reflection\n"
1708 " // gets blackened at edges due to leaving the area that contains actual\n"
1710 " // Remove this 'ack once we have a better way to stop this thing from\n"
1712 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1713 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1714 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1715 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1716 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1717 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1720 " gl_FragColor = vec4(color);\n"
1722 "#endif // FRAGMENT_SHADER\n"
1724 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1725 "#endif // !MODE_DEFERREDGEOMETRY\n"
1726 "#endif // !MODE_WATER\n"
1727 "#endif // !MODE_REFRACTION\n"
1728 "#endif // !MODE_BLOOMBLUR\n"
1729 "#endif // !MODE_GENERIC\n"
1730 "#endif // !MODE_POSTPROCESS\n"
1731 "#endif // !MODE_SHOWDEPTH\n"
1732 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1736 =========================================================================================================================================================
1740 =========================================================================================================================================================
1744 =========================================================================================================================================================
1748 =========================================================================================================================================================
1752 =========================================================================================================================================================
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1763 const char *builtincgshaderstring =
1764 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1765 "// written by Forest 'LordHavoc' Hale\n"
1766 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1768 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1771 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1772 "#define USELIGHTMAP\n"
1774 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1775 "#define USEEYEVECTOR\n"
1778 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1779 "#ifdef VERTEX_SHADER\n"
1782 "float4 gl_Vertex : POSITION,\n"
1783 "uniform float4x4 ModelViewProjectionMatrix,\n"
1784 "out float4 gl_Position : POSITION\n"
1787 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1790 "#else // !MODE_DEPTH_ORSHADOW\n"
1795 "#ifdef MODE_SHOWDEPTH\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "out float4 gl_Position : POSITION,\n"
1802 "out float4 gl_FrontColor : COLOR0\n"
1805 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1806 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1810 "#ifdef FRAGMENT_SHADER\n"
1813 "float4 gl_FrontColor : COLOR0,\n"
1814 "out float4 gl_FragColor : COLOR\n"
1817 " gl_FragColor = gl_FrontColor;\n"
1820 "#else // !MODE_SHOWDEPTH\n"
1825 "#ifdef MODE_POSTPROCESS\n"
1827 "#ifdef VERTEX_SHADER\n"
1830 "float4 gl_Vertex : POSITION,\n"
1831 "uniform float4x4 ModelViewProjectionMatrix,\n"
1832 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1833 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float2 TexCoord1 : TEXCOORD0,\n"
1836 "out float2 TexCoord2 : TEXCOORD1\n"
1839 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1840 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1842 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1847 "#ifdef FRAGMENT_SHADER\n"
1850 "float2 TexCoord1 : TEXCOORD0,\n"
1851 "float2 TexCoord2 : TEXCOORD1,\n"
1852 "uniform sampler2D Texture_First,\n"
1854 "uniform sampler2D Texture_Second,\n"
1856 "#ifdef USEGAMMARAMPS\n"
1857 "uniform sampler2D Texture_GammaRamps,\n"
1859 "#ifdef USESATURATION\n"
1860 "uniform float Saturation,\n"
1862 "#ifdef USEVIEWTINT\n"
1863 "uniform float4 ViewTintColor,\n"
1865 "uniform float4 UserVec1,\n"
1866 "uniform float4 UserVec2,\n"
1867 "uniform float4 UserVec3,\n"
1868 "uniform float4 UserVec4,\n"
1869 "uniform float ClientTime,\n"
1870 "uniform float2 PixelSize,\n"
1871 "out float4 gl_FragColor : COLOR\n"
1874 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1876 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1878 "#ifdef USEVIEWTINT\n"
1879 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1882 "#ifdef USEPOSTPROCESSING\n"
1883 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1884 "// 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"
1885 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1886 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1887 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1888 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1889 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1890 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1893 "#ifdef USESATURATION\n"
1894 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1895 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1896 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1897 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1900 "#ifdef USEGAMMARAMPS\n"
1901 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1902 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1903 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1907 "#else // !MODE_POSTPROCESS\n"
1912 "#ifdef MODE_GENERIC\n"
1913 "#ifdef VERTEX_SHADER\n"
1916 "float4 gl_Vertex : POSITION,\n"
1917 "uniform float4x4 ModelViewProjectionMatrix,\n"
1918 "float4 gl_Color : COLOR0,\n"
1919 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1920 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1921 "out float4 gl_Position : POSITION,\n"
1922 "out float4 gl_FrontColor : COLOR,\n"
1923 "out float2 TexCoord1 : TEXCOORD0,\n"
1924 "out float2 TexCoord2 : TEXCOORD1\n"
1927 " gl_FrontColor = gl_Color;\n"
1928 "#ifdef USEDIFFUSE\n"
1929 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1931 "#ifdef USESPECULAR\n"
1932 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1934 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1938 "#ifdef FRAGMENT_SHADER\n"
1942 "float4 gl_FrontColor : COLOR,\n"
1943 "float2 TexCoord1 : TEXCOORD0,\n"
1944 "float2 TexCoord2 : TEXCOORD1,\n"
1945 "#ifdef USEDIFFUSE\n"
1946 "uniform sampler2D Texture_First,\n"
1948 "#ifdef USESPECULAR\n"
1949 "uniform sampler2D Texture_Second,\n"
1951 "out float4 gl_FragColor : COLOR\n"
1954 " gl_FragColor = gl_FrontColor;\n"
1955 "#ifdef USEDIFFUSE\n"
1956 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1959 "#ifdef USESPECULAR\n"
1960 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1961 "# ifdef USECOLORMAPPING\n"
1962 " gl_FragColor *= tex2;\n"
1965 " gl_FragColor += tex2;\n"
1967 "# ifdef USEVERTEXTEXTUREBLEND\n"
1968 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1973 "#else // !MODE_GENERIC\n"
1978 "#ifdef MODE_BLOOMBLUR\n"
1979 "#ifdef VERTEX_SHADER\n"
1982 "float4 gl_Vertex : POSITION,\n"
1983 "uniform float4x4 ModelViewProjectionMatrix,\n"
1984 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1985 "out float4 gl_Position : POSITION,\n"
1986 "out float2 TexCoord : TEXCOORD0\n"
1989 " TexCoord = gl_MultiTexCoord0.xy;\n"
1990 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1998 "float2 TexCoord : TEXCOORD0,\n"
1999 "uniform sampler2D Texture_First,\n"
2000 "uniform float4 BloomBlur_Parameters,\n"
2001 "out float4 gl_FragColor : COLOR\n"
2005 " float2 tc = TexCoord;\n"
2006 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2007 " tc += BloomBlur_Parameters.xy;\n"
2008 " for (i = 1;i < SAMPLES;i++)\n"
2010 " color += tex2D(Texture_First, tc).rgb;\n"
2011 " tc += BloomBlur_Parameters.xy;\n"
2013 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2016 "#else // !MODE_BLOOMBLUR\n"
2017 "#ifdef MODE_REFRACTION\n"
2018 "#ifdef VERTEX_SHADER\n"
2021 "float4 gl_Vertex : POSITION,\n"
2022 "uniform float4x4 ModelViewProjectionMatrix,\n"
2023 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2024 "uniform float4x4 TexMatrix,\n"
2025 "uniform float3 EyePosition,\n"
2026 "out float4 gl_Position : POSITION,\n"
2027 "out float2 TexCoord : TEXCOORD0,\n"
2028 "out float3 EyeVector : TEXCOORD1,\n"
2029 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2032 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2033 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2034 " ModelViewProjectionPosition = gl_Position;\n"
2038 "#ifdef FRAGMENT_SHADER\n"
2041 "float2 TexCoord : TEXCOORD0,\n"
2042 "float3 EyeVector : TEXCOORD1,\n"
2043 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2044 "uniform sampler2D Texture_Normal,\n"
2045 "uniform sampler2D Texture_Refraction,\n"
2046 "uniform sampler2D Texture_Reflection,\n"
2047 "uniform float4 DistortScaleRefractReflect,\n"
2048 "uniform float4 ScreenScaleRefractReflect,\n"
2049 "uniform float4 ScreenCenterRefractReflect,\n"
2050 "uniform float4 RefractColor,\n"
2051 "out float4 gl_FragColor : COLOR\n"
2054 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2055 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2056 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2057 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2058 " // FIXME temporary hack to detect the case that the reflection\n"
2059 " // gets blackened at edges due to leaving the area that contains actual\n"
2061 " // Remove this 'ack once we have a better way to stop this thing from\n"
2063 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2064 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2065 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2066 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2067 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2068 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2071 "#else // !MODE_REFRACTION\n"
2076 "#ifdef MODE_WATER\n"
2077 "#ifdef VERTEX_SHADER\n"
2081 "float4 gl_Vertex : POSITION,\n"
2082 "uniform float4x4 ModelViewProjectionMatrix,\n"
2083 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2084 "uniform float4x4 TexMatrix,\n"
2085 "uniform float3 EyePosition,\n"
2086 "out float4 gl_Position : POSITION,\n"
2087 "out float2 TexCoord : TEXCOORD0,\n"
2088 "out float3 EyeVector : TEXCOORD1,\n"
2089 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2092 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2093 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2094 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2095 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2096 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2097 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2098 " ModelViewProjectionPosition = gl_Position;\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2105 "float2 TexCoord : TEXCOORD0,\n"
2106 "float3 EyeVector : TEXCOORD1,\n"
2107 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2108 "uniform sampler2D Texture_Normal,\n"
2109 "uniform sampler2D Texture_Refraction,\n"
2110 "uniform sampler2D Texture_Reflection,\n"
2111 "uniform float4 DistortScaleRefractReflect,\n"
2112 "uniform float4 ScreenScaleRefractReflect,\n"
2113 "uniform float4 ScreenCenterRefractReflect,\n"
2114 "uniform float4 RefractColor,\n"
2115 "uniform float4 ReflectColor,\n"
2116 "uniform float ReflectFactor,\n"
2117 "uniform float ReflectOffset,\n"
2118 "out float4 gl_FragColor : COLOR\n"
2121 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2122 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2123 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2124 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2125 " // FIXME temporary hack to detect the case that the reflection\n"
2126 " // gets blackened at edges due to leaving the area that contains actual\n"
2128 " // Remove this 'ack once we have a better way to stop this thing from\n"
2130 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2131 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2132 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2133 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2134 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2135 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2136 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2137 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2138 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2139 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2140 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2141 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2144 "#else // !MODE_WATER\n"
2149 "// 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"
2151 "// fragment shader specific:\n"
2152 "#ifdef FRAGMENT_SHADER\n"
2155 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2158 "#ifdef USEFOGOUTSIDE\n"
2159 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2161 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2163 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2167 "#ifdef USEOFFSETMAPPING\n"
2168 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2170 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2171 " // 14 sample relief mapping: linear search and then binary search\n"
2172 " // this basically steps forward a small amount repeatedly until it finds\n"
2173 " // itself inside solid, then jitters forward and back using decreasing\n"
2174 " // amounts to find the impact\n"
2175 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2176 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2177 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2178 " float3 RT = float3(TexCoord, 1);\n"
2179 " OffsetVector *= 0.1;\n"
2180 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2181 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2182 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2183 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2184 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2190 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2191 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2192 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2193 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2196 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2197 " // this basically moves forward the full distance, and then backs up based\n"
2198 " // on height of samples\n"
2199 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2200 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2201 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2202 " TexCoord += OffsetVector;\n"
2203 " OffsetVector *= 0.333;\n"
2204 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2205 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2206 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2207 " return TexCoord;\n"
2210 "#endif // USEOFFSETMAPPING\n"
2212 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2213 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2214 "# ifdef USESHADOWMAPVSDCT\n"
2215 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2217 " float3 adir = abs(dir);\n"
2218 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2219 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2220 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2221 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2222 " stc.z += ShadowMap_Parameters.z;\n"
2226 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2228 " float3 adir = abs(dir);\n"
2232 " if (adir.x > adir.y)\n"
2234 " if (adir.x > adir.z) // X\n"
2238 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2244 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2249 " if (adir.y > adir.z) // Y\n"
2253 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2259 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2263 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2264 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2265 " stc.z += ShadowMap_Parameters.z;\n"
2269 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2271 "#ifdef USESHADOWMAPCUBE\n"
2272 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2274 " float3 adir = abs(dir);\n"
2275 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2279 "# ifdef USESHADOWMAPRECT\n"
2280 "#ifdef USESHADOWMAPVSDCT\n"
2281 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2283 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2286 "#ifdef USESHADOWMAPVSDCT\n"
2287 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2289 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2292 "# ifdef USESHADOWSAMPLER\n"
2294 "# ifdef USESHADOWMAPPCF\n"
2295 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2296 " 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"
2298 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2303 "# ifdef USESHADOWMAPPCF\n"
2304 "# if USESHADOWMAPPCF > 1\n"
2305 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2306 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2307 " 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"
2308 " 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"
2309 " 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"
2310 " 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"
2311 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2312 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2314 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2315 " float2 offset = frac(shadowmaptc.xy);\n"
2316 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2317 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2318 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2319 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2320 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2323 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2331 "# ifdef USESHADOWMAP2D\n"
2332 "#ifdef USESHADOWMAPVSDCT\n"
2333 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2335 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2338 "#ifdef USESHADOWMAPVSDCT\n"
2339 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2341 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2345 "# ifdef USESHADOWSAMPLER\n"
2346 "# ifdef USESHADOWMAPPCF\n"
2347 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2348 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2349 " 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"
2351 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2354 "# ifdef USESHADOWMAPPCF\n"
2355 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2356 "# ifdef GL_ARB_texture_gather\n"
2357 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2359 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2361 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2362 " center *= ShadowMap_TextureScale;\n"
2363 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2364 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2365 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2366 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2367 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2368 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2369 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2371 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2372 "# if USESHADOWMAPPCF > 1\n"
2373 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2374 " center *= ShadowMap_TextureScale;\n"
2375 " 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"
2376 " 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"
2377 " 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"
2378 " 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"
2379 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2380 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2382 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2383 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2384 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2385 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2386 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2387 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2391 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2398 "# ifdef USESHADOWMAPCUBE\n"
2399 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2401 " // apply depth texture cubemap as light filter\n"
2402 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2404 "# ifdef USESHADOWSAMPLER\n"
2405 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2407 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2412 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2413 "#endif // FRAGMENT_SHADER\n"
2418 "#ifdef MODE_DEFERREDGEOMETRY\n"
2419 "#ifdef VERTEX_SHADER\n"
2422 "float4 gl_Vertex : POSITION,\n"
2423 "uniform float4x4 ModelViewProjectionMatrix,\n"
2424 "#ifdef USEVERTEXTEXTUREBLEND\n"
2425 "float4 gl_Color : COLOR0,\n"
2427 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2428 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2429 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2430 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2431 "uniform float4x4 TexMatrix,\n"
2432 "#ifdef USEVERTEXTEXTUREBLEND\n"
2433 "uniform float4x4 BackgroundTexMatrix,\n"
2435 "uniform float4x4 ModelViewMatrix,\n"
2436 "#ifdef USEOFFSETMAPPING\n"
2437 "uniform float3 EyePosition,\n"
2439 "out float4 gl_Position : POSITION,\n"
2440 "out float4 gl_FrontColor : COLOR,\n"
2441 "out float4 TexCoordBoth : TEXCOORD0,\n"
2442 "#ifdef USEOFFSETMAPPING\n"
2443 "out float3 EyeVector : TEXCOORD2,\n"
2445 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2450 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2451 "#ifdef USEVERTEXTEXTUREBLEND\n"
2452 " gl_FrontColor = gl_Color;\n"
2453 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2456 " // transform unnormalized eye direction into tangent space\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2459 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2460 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2461 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2464 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2465 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2466 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2467 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2469 "#endif // VERTEX_SHADER\n"
2471 "#ifdef FRAGMENT_SHADER\n"
2474 "float4 TexCoordBoth : TEXCOORD0,\n"
2475 "float3 EyeVector : TEXCOORD2,\n"
2476 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2477 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2478 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2479 "uniform sampler2D Texture_Normal,\n"
2480 "#ifdef USEALPHAKILL\n"
2481 "uniform sampler2D Texture_Color,\n"
2483 "uniform sampler2D Texture_Gloss,\n"
2484 "#ifdef USEVERTEXTEXTUREBLEND\n"
2485 "uniform sampler2D Texture_SecondaryNormal,\n"
2486 "uniform sampler2D Texture_SecondaryGloss,\n"
2488 "#ifdef USEOFFSETMAPPING\n"
2489 "uniform float OffsetMapping_Scale,\n"
2491 "uniform half SpecularPower,\n"
2492 "out float4 gl_FragColor : COLOR\n"
2495 " float2 TexCoord = TexCoordBoth.xy;\n"
2496 "#ifdef USEOFFSETMAPPING\n"
2497 " // apply offsetmapping\n"
2498 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2499 "#define TexCoord TexCoordOffset\n"
2502 "#ifdef USEALPHAKILL\n"
2503 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2507 "#ifdef USEVERTEXTEXTUREBLEND\n"
2508 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2509 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2510 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2511 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2514 "#ifdef USEVERTEXTEXTUREBLEND\n"
2515 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2516 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2518 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2519 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2522 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2524 "#endif // FRAGMENT_SHADER\n"
2525 "#else // !MODE_DEFERREDGEOMETRY\n"
2530 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2531 "#ifdef VERTEX_SHADER\n"
2534 "float4 gl_Vertex : POSITION,\n"
2535 "uniform float4x4 ModelViewProjectionMatrix,\n"
2536 "uniform float4x4 ModelViewMatrix,\n"
2537 "out float4 gl_Position : POSITION,\n"
2538 "out float4 ModelViewPosition : TEXCOORD0\n"
2541 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2542 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2544 "#endif // VERTEX_SHADER\n"
2546 "#ifdef FRAGMENT_SHADER\n"
2549 "float2 Pixel : WPOS,\n"
2550 "float4 ModelViewPosition : TEXCOORD0,\n"
2551 "uniform float4x4 ViewToLight,\n"
2552 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2553 "uniform float3 LightPosition,\n"
2554 "uniform half2 PixelToScreenTexCoord,\n"
2555 "uniform half3 DeferredColor_Ambient,\n"
2556 "uniform half3 DeferredColor_Diffuse,\n"
2557 "#ifdef USESPECULAR\n"
2558 "uniform half3 DeferredColor_Specular,\n"
2559 "uniform half SpecularPower,\n"
2561 "uniform sampler2D Texture_Attenuation,\n"
2562 "uniform sampler2D Texture_ScreenDepth,\n"
2563 "uniform sampler2D Texture_ScreenNormalMap,\n"
2565 "#ifdef USESHADOWMAPRECT\n"
2566 "# ifdef USESHADOWSAMPLER\n"
2567 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2569 "uniform samplerRECT Texture_ShadowMapRect,\n"
2573 "#ifdef USESHADOWMAP2D\n"
2574 "# ifdef USESHADOWSAMPLER\n"
2575 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2577 "uniform sampler2D Texture_ShadowMap2D,\n"
2581 "#ifdef USESHADOWMAPVSDCT\n"
2582 "uniform samplerCUBE Texture_CubeProjection,\n"
2585 "#ifdef USESHADOWMAPCUBE\n"
2586 "# ifdef USESHADOWSAMPLER\n"
2587 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2589 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2593 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2594 "uniform float2 ShadowMap_TextureScale,\n"
2595 "uniform float4 ShadowMap_Parameters,\n"
2598 "out float4 gl_FragData0 : COLOR0,\n"
2599 "out float4 gl_FragData1 : COLOR1\n"
2602 " // calculate viewspace pixel position\n"
2603 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2604 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2605 " float3 position;\n"
2606 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2607 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2608 " // decode viewspace pixel normal\n"
2609 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2610 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2611 " // surfacenormal = pixel normal in viewspace\n"
2612 " // LightVector = pixel to light in viewspace\n"
2613 " // CubeVector = position in lightspace\n"
2614 " // eyevector = pixel to view in viewspace\n"
2615 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2616 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2617 "#ifdef USEDIFFUSE\n"
2618 " // calculate diffuse shading\n"
2619 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2620 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2622 "#ifdef USESPECULAR\n"
2623 " // calculate directional shading\n"
2624 " float3 eyevector = position * -1.0;\n"
2625 "# ifdef USEEXACTSPECULARMATH\n"
2626 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2628 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2629 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2633 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2634 " fade *= ShadowMapCompare(CubeVector,\n"
2635 "# if defined(USESHADOWMAP2D)\n"
2636 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2638 "# if defined(USESHADOWMAPRECT)\n"
2639 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2641 "# if defined(USESHADOWMAPCUBE)\n"
2642 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 ", Texture_CubeProjection\n"
2651 "#ifdef USEDIFFUSE\n"
2652 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2654 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2656 "#ifdef USESPECULAR\n"
2657 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2659 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2662 "# ifdef USECUBEFILTER\n"
2663 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2664 " gl_FragData0.rgb *= cubecolor;\n"
2665 " gl_FragData1.rgb *= cubecolor;\n"
2668 "#endif // FRAGMENT_SHADER\n"
2669 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2674 "#ifdef VERTEX_SHADER\n"
2677 "float4 gl_Vertex : POSITION,\n"
2678 "uniform float4x4 ModelViewProjectionMatrix,\n"
2679 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2680 "float4 gl_Color : COLOR0,\n"
2682 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2683 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2684 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2685 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2686 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2688 "uniform float3 EyePosition,\n"
2689 "uniform float4x4 TexMatrix,\n"
2690 "#ifdef USEVERTEXTEXTUREBLEND\n"
2691 "uniform float4x4 BackgroundTexMatrix,\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "uniform float4x4 ModelToLight,\n"
2696 "#ifdef MODE_LIGHTSOURCE\n"
2697 "uniform float3 LightPosition,\n"
2699 "#ifdef MODE_LIGHTDIRECTION\n"
2700 "uniform float3 LightDir,\n"
2702 "uniform float4 FogPlane,\n"
2703 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2704 "uniform float3 LightPosition,\n"
2707 "out float4 gl_FrontColor : COLOR,\n"
2708 "out float4 TexCoordBoth : TEXCOORD0,\n"
2709 "#ifdef USELIGHTMAP\n"
2710 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2712 "#ifdef USEEYEVECTOR\n"
2713 "out float3 EyeVector : TEXCOORD2,\n"
2715 "#ifdef USEREFLECTION\n"
2716 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2719 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2721 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2722 "out float3 LightVector : TEXCOORD5,\n"
2724 "#ifdef MODE_LIGHTSOURCE\n"
2725 "out float3 CubeVector : TEXCOORD3,\n"
2727 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2728 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2729 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2730 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2732 "out float4 gl_Position : POSITION\n"
2735 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2736 " gl_FrontColor = gl_Color;\n"
2738 " // copy the surface texcoord\n"
2739 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2743 "#ifdef USELIGHTMAP\n"
2744 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2747 "#ifdef MODE_LIGHTSOURCE\n"
2748 " // transform vertex position into light attenuation/cubemap space\n"
2749 " // (-1 to +1 across the light box)\n"
2750 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2752 "# ifdef USEDIFFUSE\n"
2753 " // transform unnormalized light direction into tangent space\n"
2754 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2755 " // normalize it per pixel)\n"
2756 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2757 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2758 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2759 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2763 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2769 " // transform unnormalized eye direction into tangent space\n"
2770 "#ifdef USEEYEVECTOR\n"
2771 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2772 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2773 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2774 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2778 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2779 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2783 " VectorS = gl_MultiTexCoord1.xyz;\n"
2784 " VectorT = gl_MultiTexCoord2.xyz;\n"
2785 " VectorR = gl_MultiTexCoord3.xyz;\n"
2788 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2789 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2791 "#ifdef USEREFLECTION\n"
2792 " ModelViewProjectionPosition = gl_Position;\n"
2795 "#endif // VERTEX_SHADER\n"
2800 "#ifdef FRAGMENT_SHADER\n"
2803 "#ifdef USEDEFERREDLIGHTMAP\n"
2804 "float2 Pixel : WPOS,\n"
2806 "float4 gl_FrontColor : COLOR,\n"
2807 "float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "float3 LightVector : TEXCOORD5,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "float3 CubeVector : TEXCOORD3,\n"
2826 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2827 "float4 ModelViewPosition : TEXCOORD0,\n"
2829 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2830 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2831 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2832 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2835 "uniform sampler2D Texture_Normal,\n"
2836 "uniform sampler2D Texture_Color,\n"
2837 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2838 "uniform sampler2D Texture_Gloss,\n"
2841 "uniform sampler2D Texture_Glow,\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 "uniform sampler2D Texture_SecondaryNormal,\n"
2845 "uniform sampler2D Texture_SecondaryColor,\n"
2846 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2847 "uniform sampler2D Texture_SecondaryGloss,\n"
2850 "uniform sampler2D Texture_SecondaryGlow,\n"
2853 "#ifdef USECOLORMAPPING\n"
2854 "uniform sampler2D Texture_Pants,\n"
2855 "uniform sampler2D Texture_Shirt,\n"
2858 "uniform sampler2D Texture_FogMask,\n"
2860 "#ifdef USELIGHTMAP\n"
2861 "uniform sampler2D Texture_Lightmap,\n"
2863 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2864 "uniform sampler2D Texture_Deluxemap,\n"
2866 "#ifdef USEREFLECTION\n"
2867 "uniform sampler2D Texture_Reflection,\n"
2870 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2871 "uniform sampler2D Texture_ScreenDepth,\n"
2872 "uniform sampler2D Texture_ScreenNormalMap,\n"
2874 "#ifdef USEDEFERREDLIGHTMAP\n"
2875 "uniform sampler2D Texture_ScreenDiffuse,\n"
2876 "uniform sampler2D Texture_ScreenSpecular,\n"
2879 "#ifdef USECOLORMAPPING\n"
2880 "uniform half3 Color_Pants,\n"
2881 "uniform half3 Color_Shirt,\n"
2884 "uniform float3 FogColor,\n"
2885 "uniform float FogRangeRecip,\n"
2886 "uniform float FogPlaneViewDist,\n"
2887 "uniform float FogHeightFade,\n"
2890 "#ifdef USEOFFSETMAPPING\n"
2891 "uniform float OffsetMapping_Scale,\n"
2894 "#ifdef USEDEFERREDLIGHTMAP\n"
2895 "uniform half2 PixelToScreenTexCoord,\n"
2896 "uniform half3 DeferredMod_Diffuse,\n"
2897 "uniform half3 DeferredMod_Specular,\n"
2899 "uniform half3 Color_Ambient,\n"
2900 "uniform half3 Color_Diffuse,\n"
2901 "uniform half3 Color_Specular,\n"
2902 "uniform half SpecularPower,\n"
2904 "uniform half3 Color_Glow,\n"
2906 "uniform half Alpha,\n"
2907 "#ifdef USEREFLECTION\n"
2908 "uniform float4 DistortScaleRefractReflect,\n"
2909 "uniform float4 ScreenScaleRefractReflect,\n"
2910 "uniform float4 ScreenCenterRefractReflect,\n"
2911 "uniform half4 ReflectColor,\n"
2913 "#ifdef USEREFLECTCUBE\n"
2914 "uniform float4x4 ModelToReflectCube,\n"
2915 "uniform sampler2D Texture_ReflectMask,\n"
2916 "uniform samplerCUBE Texture_ReflectCube,\n"
2918 "#ifdef MODE_LIGHTDIRECTION\n"
2919 "uniform half3 LightColor,\n"
2921 "#ifdef MODE_LIGHTSOURCE\n"
2922 "uniform half3 LightColor,\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2926 "uniform sampler2D Texture_Attenuation,\n"
2927 "uniform samplerCUBE Texture_Cube,\n"
2929 "#ifdef USESHADOWMAPRECT\n"
2930 "# ifdef USESHADOWSAMPLER\n"
2931 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2933 "uniform samplerRECT Texture_ShadowMapRect,\n"
2937 "#ifdef USESHADOWMAP2D\n"
2938 "# ifdef USESHADOWSAMPLER\n"
2939 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2941 "uniform sampler2D Texture_ShadowMap2D,\n"
2945 "#ifdef USESHADOWMAPVSDCT\n"
2946 "uniform samplerCUBE Texture_CubeProjection,\n"
2949 "#ifdef USESHADOWMAPCUBE\n"
2950 "# ifdef USESHADOWSAMPLER\n"
2951 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2953 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2957 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2958 "uniform float2 ShadowMap_TextureScale,\n"
2959 "uniform float4 ShadowMap_Parameters,\n"
2961 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2963 "out float4 gl_FragColor : COLOR\n"
2966 " float2 TexCoord = TexCoordBoth.xy;\n"
2967 "#ifdef USEVERTEXTEXTUREBLEND\n"
2968 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2970 "#ifdef USEOFFSETMAPPING\n"
2971 " // apply offsetmapping\n"
2972 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2973 "#define TexCoord TexCoordOffset\n"
2976 " // combine the diffuse textures (base, pants, shirt)\n"
2977 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2978 "#ifdef USEALPHAKILL\n"
2979 " if (color.a < 0.5)\n"
2982 " color.a *= Alpha;\n"
2983 "#ifdef USECOLORMAPPING\n"
2984 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2986 "#ifdef USEVERTEXTEXTUREBLEND\n"
2987 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2988 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2989 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2990 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2992 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2995 " // get the surface normal\n"
2996 "#ifdef USEVERTEXTEXTUREBLEND\n"
2997 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2999 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3002 " // get the material colors\n"
3003 " half3 diffusetex = color.rgb;\n"
3004 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3005 "# ifdef USEVERTEXTEXTUREBLEND\n"
3006 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3008 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3012 "#ifdef USEREFLECTCUBE\n"
3013 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3014 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3015 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3016 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3022 "#ifdef MODE_LIGHTSOURCE\n"
3023 " // light source\n"
3024 "#ifdef USEDIFFUSE\n"
3025 " half3 lightnormal = half3(normalize(LightVector));\n"
3026 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3027 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3028 "#ifdef USESPECULAR\n"
3029 "#ifdef USEEXACTSPECULARMATH\n"
3030 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3032 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3033 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3035 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3038 " color.rgb = diffusetex * Color_Ambient;\n"
3040 " color.rgb *= LightColor;\n"
3041 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3043 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3044 "# if defined(USESHADOWMAP2D)\n"
3045 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3047 "# if defined(USESHADOWMAPRECT)\n"
3048 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3050 "# if defined(USESHADOWMAPCUBE)\n"
3051 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3054 "#ifdef USESHADOWMAPVSDCT\n"
3055 ", Texture_CubeProjection\n"
3060 "# ifdef USECUBEFILTER\n"
3061 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3063 "#endif // MODE_LIGHTSOURCE\n"
3068 "#ifdef MODE_LIGHTDIRECTION\n"
3070 "#ifdef USEDIFFUSE\n"
3071 " half3 lightnormal = half3(normalize(LightVector));\n"
3073 "#define lightcolor LightColor\n"
3074 "#endif // MODE_LIGHTDIRECTION\n"
3075 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3077 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3078 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3079 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3080 " // convert modelspace light vector to tangentspace\n"
3081 " half3 lightnormal;\n"
3082 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3083 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3084 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3085 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3086 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3087 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3088 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3089 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3090 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3091 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3092 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3093 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3094 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3095 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3096 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3098 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3099 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3100 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3106 "#ifdef MODE_LIGHTMAP\n"
3107 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3108 "#endif // MODE_LIGHTMAP\n"
3109 "#ifdef MODE_VERTEXCOLOR\n"
3110 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3111 "#endif // MODE_VERTEXCOLOR\n"
3112 "#ifdef MODE_FLATCOLOR\n"
3113 " color.rgb = diffusetex * Color_Ambient;\n"
3114 "#endif // MODE_FLATCOLOR\n"
3120 "# ifdef USEDIFFUSE\n"
3121 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3122 "# ifdef USESPECULAR\n"
3123 "# ifdef USEEXACTSPECULARMATH\n"
3124 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3126 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3127 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3129 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3131 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3134 " color.rgb = diffusetex * Color_Ambient;\n"
3138 "#ifdef USEDEFERREDLIGHTMAP\n"
3139 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3140 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3141 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3145 "#ifdef USEVERTEXTEXTUREBLEND\n"
3146 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3148 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3156 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3160 " // 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"
3161 "#ifdef USEREFLECTION\n"
3162 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3163 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3164 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3165 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3166 " // FIXME temporary hack to detect the case that the reflection\n"
3167 " // gets blackened at edges due to leaving the area that contains actual\n"
3169 " // Remove this 'ack once we have a better way to stop this thing from\n"
3171 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3172 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3173 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3174 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3175 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3176 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3179 " gl_FragColor = float4(color);\n"
3181 "#endif // FRAGMENT_SHADER\n"
3183 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3184 "#endif // !MODE_DEFERREDGEOMETRY\n"
3185 "#endif // !MODE_WATER\n"
3186 "#endif // !MODE_REFRACTION\n"
3187 "#endif // !MODE_BLOOMBLUR\n"
3188 "#endif // !MODE_GENERIC\n"
3189 "#endif // !MODE_POSTPROCESS\n"
3190 "#endif // !MODE_SHOWDEPTH\n"
3191 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3194 char *glslshaderstring = NULL;
3195 char *cgshaderstring = NULL;
3197 //=======================================================================================================================================================
3199 typedef struct shaderpermutationinfo_s
3201 const char *pretext;
3204 shaderpermutationinfo_t;
3206 typedef struct shadermodeinfo_s
3208 const char *vertexfilename;
3209 const char *geometryfilename;
3210 const char *fragmentfilename;
3211 const char *pretext;
3216 typedef enum shaderpermutation_e
3218 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3219 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3220 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3221 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3222 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3223 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3224 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3225 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3226 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3227 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3228 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3229 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3230 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3231 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3232 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3233 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3234 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3235 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3236 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3237 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3238 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3239 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3240 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3241 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3242 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3243 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3244 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3245 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3246 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3247 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3249 shaderpermutation_t;
3251 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3252 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3254 {"#define USEDIFFUSE\n", " diffuse"},
3255 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3256 {"#define USEVIEWTINT\n", " viewtint"},
3257 {"#define USECOLORMAPPING\n", " colormapping"},
3258 {"#define USESATURATION\n", " saturation"},
3259 {"#define USEFOGINSIDE\n", " foginside"},
3260 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3261 {"#define USEGAMMARAMPS\n", " gammaramps"},
3262 {"#define USECUBEFILTER\n", " cubefilter"},
3263 {"#define USEGLOW\n", " glow"},
3264 {"#define USEBLOOM\n", " bloom"},
3265 {"#define USESPECULAR\n", " specular"},
3266 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3267 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3268 {"#define USEREFLECTION\n", " reflection"},
3269 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3270 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3271 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3272 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3273 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3274 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3275 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3276 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3277 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3278 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3279 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3280 {"#define USEALPHAKILL\n", " alphakill"},
3281 {"#define USEREFLECTCUBE\n", " reflectcube"},
3284 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3285 typedef enum shadermode_e
3287 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3288 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3289 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3290 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3291 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3292 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3293 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3294 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3295 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3296 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3297 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3298 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3299 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3300 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3301 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3306 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3307 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3309 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3310 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3311 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3312 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3313 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3314 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3315 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3316 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3317 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3318 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3319 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3320 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3321 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3322 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3323 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3327 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3329 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3330 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3331 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3332 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3333 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3334 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3335 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3336 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3337 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3338 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3339 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3340 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3341 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3342 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3343 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3347 struct r_glsl_permutation_s;
3348 typedef struct r_glsl_permutation_s
3350 /// hash lookup data
3351 struct r_glsl_permutation_s *hashnext;
3353 unsigned int permutation;
3355 /// indicates if we have tried compiling this permutation already
3357 /// 0 if compilation failed
3359 /// locations of detected uniforms in program object, or -1 if not found
3360 int loc_Texture_First;
3361 int loc_Texture_Second;
3362 int loc_Texture_GammaRamps;
3363 int loc_Texture_Normal;
3364 int loc_Texture_Color;
3365 int loc_Texture_Gloss;
3366 int loc_Texture_Glow;
3367 int loc_Texture_SecondaryNormal;
3368 int loc_Texture_SecondaryColor;
3369 int loc_Texture_SecondaryGloss;
3370 int loc_Texture_SecondaryGlow;
3371 int loc_Texture_Pants;
3372 int loc_Texture_Shirt;
3373 int loc_Texture_FogMask;
3374 int loc_Texture_Lightmap;
3375 int loc_Texture_Deluxemap;
3376 int loc_Texture_Attenuation;
3377 int loc_Texture_Cube;
3378 int loc_Texture_Refraction;
3379 int loc_Texture_Reflection;
3380 int loc_Texture_ShadowMapRect;
3381 int loc_Texture_ShadowMapCube;
3382 int loc_Texture_ShadowMap2D;
3383 int loc_Texture_CubeProjection;
3384 int loc_Texture_ScreenDepth;
3385 int loc_Texture_ScreenNormalMap;
3386 int loc_Texture_ScreenDiffuse;
3387 int loc_Texture_ScreenSpecular;
3388 int loc_Texture_ReflectMask;
3389 int loc_Texture_ReflectCube;
3391 int loc_BloomBlur_Parameters;
3393 int loc_Color_Ambient;
3394 int loc_Color_Diffuse;
3395 int loc_Color_Specular;
3397 int loc_Color_Pants;
3398 int loc_Color_Shirt;
3399 int loc_DeferredColor_Ambient;
3400 int loc_DeferredColor_Diffuse;
3401 int loc_DeferredColor_Specular;
3402 int loc_DeferredMod_Diffuse;
3403 int loc_DeferredMod_Specular;
3404 int loc_DistortScaleRefractReflect;
3405 int loc_EyePosition;
3407 int loc_FogHeightFade;
3409 int loc_FogPlaneViewDist;
3410 int loc_FogRangeRecip;
3413 int loc_LightPosition;
3414 int loc_OffsetMapping_Scale;
3416 int loc_ReflectColor;
3417 int loc_ReflectFactor;
3418 int loc_ReflectOffset;
3419 int loc_RefractColor;
3421 int loc_ScreenCenterRefractReflect;
3422 int loc_ScreenScaleRefractReflect;
3423 int loc_ScreenToDepth;
3424 int loc_ShadowMap_Parameters;
3425 int loc_ShadowMap_TextureScale;
3426 int loc_SpecularPower;
3431 int loc_ViewTintColor;
3432 int loc_ViewToLight;
3433 int loc_ModelToLight;
3435 int loc_BackgroundTexMatrix;
3436 int loc_ModelViewProjectionMatrix;
3437 int loc_ModelViewMatrix;
3438 int loc_PixelToScreenTexCoord;
3439 int loc_ModelToReflectCube;
3440 int loc_ShadowMapMatrix;
3442 r_glsl_permutation_t;
3444 #define SHADERPERMUTATION_HASHSIZE 256
3446 /// information about each possible shader permutation
3447 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3448 /// currently selected permutation
3449 r_glsl_permutation_t *r_glsl_permutation;
3450 /// storage for permutations linked in the hash table
3451 memexpandablearray_t r_glsl_permutationarray;
3453 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3455 //unsigned int hashdepth = 0;
3456 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3457 r_glsl_permutation_t *p;
3458 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3460 if (p->mode == mode && p->permutation == permutation)
3462 //if (hashdepth > 10)
3463 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3468 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3470 p->permutation = permutation;
3471 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3472 r_glsl_permutationhash[mode][hashindex] = p;
3473 //if (hashdepth > 10)
3474 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3478 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3481 if (!filename || !filename[0])
3483 if (!strcmp(filename, "glsl/default.glsl"))
3485 if (!glslshaderstring)
3487 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3488 if (glslshaderstring)
3489 Con_DPrintf("Loading shaders from file %s...\n", filename);
3491 glslshaderstring = (char *)builtinshaderstring;
3493 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3494 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3495 return shaderstring;
3497 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3500 if (printfromdisknotice)
3501 Con_DPrintf("from disk %s... ", filename);
3502 return shaderstring;
3504 return shaderstring;
3507 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3510 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3511 int vertstrings_count = 0;
3512 int geomstrings_count = 0;
3513 int fragstrings_count = 0;
3514 char *vertexstring, *geometrystring, *fragmentstring;
3515 const char *vertstrings_list[32+3];
3516 const char *geomstrings_list[32+3];
3517 const char *fragstrings_list[32+3];
3518 char permutationname[256];
3525 permutationname[0] = 0;
3526 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3527 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3528 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3530 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3532 // the first pretext is which type of shader to compile as
3533 // (later these will all be bound together as a program object)
3534 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3535 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3536 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3538 // the second pretext is the mode (for example a light source)
3539 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3540 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3541 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3542 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3544 // now add all the permutation pretexts
3545 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3547 if (permutation & (1<<i))
3549 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3550 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3551 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3552 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3556 // keep line numbers correct
3557 vertstrings_list[vertstrings_count++] = "\n";
3558 geomstrings_list[geomstrings_count++] = "\n";
3559 fragstrings_list[fragstrings_count++] = "\n";
3563 // now append the shader text itself
3564 vertstrings_list[vertstrings_count++] = vertexstring;
3565 geomstrings_list[geomstrings_count++] = geometrystring;
3566 fragstrings_list[fragstrings_count++] = fragmentstring;
3568 // if any sources were NULL, clear the respective list
3570 vertstrings_count = 0;
3571 if (!geometrystring)
3572 geomstrings_count = 0;
3573 if (!fragmentstring)
3574 fragstrings_count = 0;
3576 // compile the shader program
3577 if (vertstrings_count + geomstrings_count + fragstrings_count)
3578 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3582 qglUseProgramObjectARB(p->program);CHECKGLERROR
3583 // look up all the uniform variable names we care about, so we don't
3584 // have to look them up every time we set them
3586 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3587 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3588 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3589 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3590 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3591 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3592 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3593 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3594 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3595 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3596 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3597 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3598 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3599 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3600 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3601 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3602 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3603 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3604 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3605 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3606 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3607 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3608 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3609 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3610 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3611 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3612 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3613 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3614 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3615 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3616 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3617 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3618 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3619 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3620 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3621 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3622 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3623 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3624 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3625 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3626 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3627 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3628 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3629 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3630 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3631 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3632 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3633 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3634 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3635 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3636 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3637 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3638 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3639 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3640 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3641 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3642 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3643 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3644 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3645 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3646 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3647 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3648 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3649 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3650 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3651 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3652 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3653 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3654 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3655 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3656 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3657 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3658 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3659 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3660 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3661 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3662 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3663 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3664 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3665 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3666 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3667 // initialize the samplers to refer to the texture units we use
3668 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3669 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3670 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3671 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3672 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3673 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3674 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3675 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3676 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3677 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3678 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3679 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3680 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3681 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3682 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3683 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3684 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3685 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3686 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3687 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3688 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3689 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3690 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3691 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3692 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3693 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3694 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3695 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3696 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3697 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3699 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3702 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3706 Mem_Free(vertexstring);
3708 Mem_Free(geometrystring);
3710 Mem_Free(fragmentstring);
3713 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3715 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3716 if (r_glsl_permutation != perm)
3718 r_glsl_permutation = perm;
3719 if (!r_glsl_permutation->program)
3721 if (!r_glsl_permutation->compiled)
3722 R_GLSL_CompilePermutation(perm, mode, permutation);
3723 if (!r_glsl_permutation->program)
3725 // remove features until we find a valid permutation
3727 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3729 // reduce i more quickly whenever it would not remove any bits
3730 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3731 if (!(permutation & j))
3734 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3735 if (!r_glsl_permutation->compiled)
3736 R_GLSL_CompilePermutation(perm, mode, permutation);
3737 if (r_glsl_permutation->program)
3740 if (i >= SHADERPERMUTATION_COUNT)
3742 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3743 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3744 qglUseProgramObjectARB(0);CHECKGLERROR
3745 return; // no bit left to clear, entire mode is broken
3750 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3752 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3753 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3754 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3758 #include <Cg/cgGL.h>
3759 struct r_cg_permutation_s;
3760 typedef struct r_cg_permutation_s
3762 /// hash lookup data
3763 struct r_cg_permutation_s *hashnext;
3765 unsigned int permutation;
3767 /// indicates if we have tried compiling this permutation already
3769 /// 0 if compilation failed
3772 /// locations of detected parameters in programs, or NULL if not found
3773 CGparameter vp_EyePosition;
3774 CGparameter vp_FogPlane;
3775 CGparameter vp_LightDir;
3776 CGparameter vp_LightPosition;
3777 CGparameter vp_ModelToLight;
3778 CGparameter vp_TexMatrix;
3779 CGparameter vp_BackgroundTexMatrix;
3780 CGparameter vp_ModelViewProjectionMatrix;
3781 CGparameter vp_ModelViewMatrix;
3782 CGparameter vp_ShadowMapMatrix;
3784 CGparameter fp_Texture_First;
3785 CGparameter fp_Texture_Second;
3786 CGparameter fp_Texture_GammaRamps;
3787 CGparameter fp_Texture_Normal;
3788 CGparameter fp_Texture_Color;
3789 CGparameter fp_Texture_Gloss;
3790 CGparameter fp_Texture_Glow;
3791 CGparameter fp_Texture_SecondaryNormal;
3792 CGparameter fp_Texture_SecondaryColor;
3793 CGparameter fp_Texture_SecondaryGloss;
3794 CGparameter fp_Texture_SecondaryGlow;
3795 CGparameter fp_Texture_Pants;
3796 CGparameter fp_Texture_Shirt;
3797 CGparameter fp_Texture_FogMask;
3798 CGparameter fp_Texture_Lightmap;
3799 CGparameter fp_Texture_Deluxemap;
3800 CGparameter fp_Texture_Attenuation;
3801 CGparameter fp_Texture_Cube;
3802 CGparameter fp_Texture_Refraction;
3803 CGparameter fp_Texture_Reflection;
3804 CGparameter fp_Texture_ShadowMapRect;
3805 CGparameter fp_Texture_ShadowMapCube;
3806 CGparameter fp_Texture_ShadowMap2D;
3807 CGparameter fp_Texture_CubeProjection;
3808 CGparameter fp_Texture_ScreenDepth;
3809 CGparameter fp_Texture_ScreenNormalMap;
3810 CGparameter fp_Texture_ScreenDiffuse;
3811 CGparameter fp_Texture_ScreenSpecular;
3812 CGparameter fp_Texture_ReflectMask;
3813 CGparameter fp_Texture_ReflectCube;
3814 CGparameter fp_Alpha;
3815 CGparameter fp_BloomBlur_Parameters;
3816 CGparameter fp_ClientTime;
3817 CGparameter fp_Color_Ambient;
3818 CGparameter fp_Color_Diffuse;
3819 CGparameter fp_Color_Specular;
3820 CGparameter fp_Color_Glow;
3821 CGparameter fp_Color_Pants;
3822 CGparameter fp_Color_Shirt;
3823 CGparameter fp_DeferredColor_Ambient;
3824 CGparameter fp_DeferredColor_Diffuse;
3825 CGparameter fp_DeferredColor_Specular;
3826 CGparameter fp_DeferredMod_Diffuse;
3827 CGparameter fp_DeferredMod_Specular;
3828 CGparameter fp_DistortScaleRefractReflect;
3829 CGparameter fp_EyePosition;
3830 CGparameter fp_FogColor;
3831 CGparameter fp_FogHeightFade;
3832 CGparameter fp_FogPlane;
3833 CGparameter fp_FogPlaneViewDist;
3834 CGparameter fp_FogRangeRecip;
3835 CGparameter fp_LightColor;
3836 CGparameter fp_LightDir;
3837 CGparameter fp_LightPosition;
3838 CGparameter fp_OffsetMapping_Scale;
3839 CGparameter fp_PixelSize;
3840 CGparameter fp_ReflectColor;
3841 CGparameter fp_ReflectFactor;
3842 CGparameter fp_ReflectOffset;
3843 CGparameter fp_RefractColor;
3844 CGparameter fp_Saturation;
3845 CGparameter fp_ScreenCenterRefractReflect;
3846 CGparameter fp_ScreenScaleRefractReflect;
3847 CGparameter fp_ScreenToDepth;
3848 CGparameter fp_ShadowMap_Parameters;
3849 CGparameter fp_ShadowMap_TextureScale;
3850 CGparameter fp_SpecularPower;
3851 CGparameter fp_UserVec1;
3852 CGparameter fp_UserVec2;
3853 CGparameter fp_UserVec3;
3854 CGparameter fp_UserVec4;
3855 CGparameter fp_ViewTintColor;
3856 CGparameter fp_ViewToLight;
3857 CGparameter fp_PixelToScreenTexCoord;
3858 CGparameter fp_ModelToReflectCube;
3862 /// information about each possible shader permutation
3863 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3864 /// currently selected permutation
3865 r_cg_permutation_t *r_cg_permutation;
3866 /// storage for permutations linked in the hash table
3867 memexpandablearray_t r_cg_permutationarray;
3869 #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));}}
3871 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3873 //unsigned int hashdepth = 0;
3874 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3875 r_cg_permutation_t *p;
3876 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3878 if (p->mode == mode && p->permutation == permutation)
3880 //if (hashdepth > 10)
3881 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3886 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3888 p->permutation = permutation;
3889 p->hashnext = r_cg_permutationhash[mode][hashindex];
3890 r_cg_permutationhash[mode][hashindex] = p;
3891 //if (hashdepth > 10)
3892 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3896 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3899 if (!filename || !filename[0])
3901 if (!strcmp(filename, "cg/default.cg"))
3903 if (!cgshaderstring)
3905 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3907 Con_DPrintf("Loading shaders from file %s...\n", filename);
3909 cgshaderstring = (char *)builtincgshaderstring;
3911 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3912 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3913 return shaderstring;
3915 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3918 if (printfromdisknotice)
3919 Con_DPrintf("from disk %s... ", filename);
3920 return shaderstring;
3922 return shaderstring;
3925 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3927 // TODO: load or create .fp and .vp shader files
3930 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3933 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3934 int vertstrings_count = 0, vertstring_length = 0;
3935 int geomstrings_count = 0, geomstring_length = 0;
3936 int fragstrings_count = 0, fragstring_length = 0;
3938 char *vertexstring, *geometrystring, *fragmentstring;
3939 char *vertstring, *geomstring, *fragstring;
3940 const char *vertstrings_list[32+3];
3941 const char *geomstrings_list[32+3];
3942 const char *fragstrings_list[32+3];
3943 char permutationname[256];
3944 char cachename[256];
3945 CGprofile vertexProfile;
3946 CGprofile fragmentProfile;
3954 permutationname[0] = 0;
3956 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3957 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3958 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3960 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3961 strlcat(cachename, "cg/", sizeof(cachename));
3963 // the first pretext is which type of shader to compile as
3964 // (later these will all be bound together as a program object)
3965 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3966 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3967 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3969 // the second pretext is the mode (for example a light source)
3970 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3971 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3972 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3973 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3974 strlcat(cachename, modeinfo->name, sizeof(cachename));
3976 // now add all the permutation pretexts
3977 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3979 if (permutation & (1<<i))
3981 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3982 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3983 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3984 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3985 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3989 // keep line numbers correct
3990 vertstrings_list[vertstrings_count++] = "\n";
3991 geomstrings_list[geomstrings_count++] = "\n";
3992 fragstrings_list[fragstrings_count++] = "\n";
3996 // replace spaces in the cachename with _ characters
3997 for (i = 0;cachename[i];i++)
3998 if (cachename[i] == ' ')
4001 // now append the shader text itself
4002 vertstrings_list[vertstrings_count++] = vertexstring;
4003 geomstrings_list[geomstrings_count++] = geometrystring;
4004 fragstrings_list[fragstrings_count++] = fragmentstring;
4006 // if any sources were NULL, clear the respective list
4008 vertstrings_count = 0;
4009 if (!geometrystring)
4010 geomstrings_count = 0;
4011 if (!fragmentstring)
4012 fragstrings_count = 0;
4014 vertstring_length = 0;
4015 for (i = 0;i < vertstrings_count;i++)
4016 vertstring_length += strlen(vertstrings_list[i]);
4017 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4018 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4019 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4021 geomstring_length = 0;
4022 for (i = 0;i < geomstrings_count;i++)
4023 geomstring_length += strlen(geomstrings_list[i]);
4024 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4025 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4026 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4028 fragstring_length = 0;
4029 for (i = 0;i < fragstrings_count;i++)
4030 fragstring_length += strlen(fragstrings_list[i]);
4031 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4032 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4033 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4037 //vertexProfile = CG_PROFILE_ARBVP1;
4038 //fragmentProfile = CG_PROFILE_ARBFP1;
4039 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4040 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4041 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4042 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4043 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4046 // try to load the cached shader, or generate one
4047 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4049 // if caching failed, do a dynamic compile for now
4051 if (vertstring[0] && !p->vprogram)
4052 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4054 if (fragstring[0] && !p->fprogram)
4055 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4058 // look up all the uniform variable names we care about, so we don't
4059 // have to look them up every time we set them
4063 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4064 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4065 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4066 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4067 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4068 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4069 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4070 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4071 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4072 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4073 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4074 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4080 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4081 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4082 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4083 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4084 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4085 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4086 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4087 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4088 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4089 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4090 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4091 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4092 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4093 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4094 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4095 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4096 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4097 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4098 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4099 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4100 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4101 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4102 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4103 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4104 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4105 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4106 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4107 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4108 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4109 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4110 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4111 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4112 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4113 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4114 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4115 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4116 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4117 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4118 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4119 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4120 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4121 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4122 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4123 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4124 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4125 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4126 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4127 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4128 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4129 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4130 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4131 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4132 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4133 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4134 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4135 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4136 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4137 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4138 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4139 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4140 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4141 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4142 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4143 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4144 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4145 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4146 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4147 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4148 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4149 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4150 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4151 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4152 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4153 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4154 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4155 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4156 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4160 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4161 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4163 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4167 Mem_Free(vertstring);
4169 Mem_Free(geomstring);
4171 Mem_Free(fragstring);
4173 Mem_Free(vertexstring);
4175 Mem_Free(geometrystring);
4177 Mem_Free(fragmentstring);
4180 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4182 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4185 if (r_cg_permutation != perm)
4187 r_cg_permutation = perm;
4188 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4190 if (!r_cg_permutation->compiled)
4191 R_CG_CompilePermutation(perm, mode, permutation);
4192 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4194 // remove features until we find a valid permutation
4196 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4198 // reduce i more quickly whenever it would not remove any bits
4199 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4200 if (!(permutation & j))
4203 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4204 if (!r_cg_permutation->compiled)
4205 R_CG_CompilePermutation(perm, mode, permutation);
4206 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4209 if (i >= SHADERPERMUTATION_COUNT)
4211 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4212 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4213 return; // no bit left to clear, entire mode is broken
4219 if (r_cg_permutation->vprogram)
4221 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4222 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4223 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4227 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4228 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4230 if (r_cg_permutation->fprogram)
4232 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4233 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4234 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4238 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4239 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4243 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4244 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4245 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4248 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4250 cgGLSetTextureParameter(param, R_GetTexture(tex));
4251 cgGLEnableTextureParameter(param);
4255 void R_GLSL_Restart_f(void)
4257 unsigned int i, limit;
4258 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4259 Mem_Free(glslshaderstring);
4260 glslshaderstring = NULL;
4261 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4262 Mem_Free(cgshaderstring);
4263 cgshaderstring = NULL;
4264 switch(vid.renderpath)
4266 case RENDERPATH_GL20:
4268 r_glsl_permutation_t *p;
4269 r_glsl_permutation = NULL;
4270 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4271 for (i = 0;i < limit;i++)
4273 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4275 GL_Backend_FreeProgram(p->program);
4276 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4279 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4282 case RENDERPATH_CGGL:
4285 r_cg_permutation_t *p;
4286 r_cg_permutation = NULL;
4287 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4288 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4289 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4290 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4291 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4292 for (i = 0;i < limit;i++)
4294 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4297 cgDestroyProgram(p->vprogram);
4299 cgDestroyProgram(p->fprogram);
4300 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4303 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4307 case RENDERPATH_GL13:
4308 case RENDERPATH_GL11:
4313 void R_GLSL_DumpShader_f(void)
4318 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4321 FS_Print(file, "/* The engine may define the following macros:\n");
4322 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4323 for (i = 0;i < SHADERMODE_COUNT;i++)
4324 FS_Print(file, glslshadermodeinfo[i].pretext);
4325 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 FS_Print(file, shaderpermutationinfo[i].pretext);
4327 FS_Print(file, "*/\n");
4328 FS_Print(file, builtinshaderstring);
4330 Con_Printf("glsl/default.glsl written\n");
4333 Con_Printf("failed to write to glsl/default.glsl\n");
4336 file = FS_OpenRealFile("cg/default.cg", "w", false);
4339 FS_Print(file, "/* The engine may define the following macros:\n");
4340 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4341 for (i = 0;i < SHADERMODE_COUNT;i++)
4342 FS_Print(file, cgshadermodeinfo[i].pretext);
4343 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4344 FS_Print(file, shaderpermutationinfo[i].pretext);
4345 FS_Print(file, "*/\n");
4346 FS_Print(file, builtincgshaderstring);
4348 Con_Printf("cg/default.cg written\n");
4351 Con_Printf("failed to write to cg/default.cg\n");
4355 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4358 texturemode = GL_MODULATE;
4359 switch (vid.renderpath)
4361 case RENDERPATH_GL20:
4362 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))));
4363 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4364 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4366 case RENDERPATH_CGGL:
4369 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))));
4370 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4371 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4374 case RENDERPATH_GL13:
4375 R_Mesh_TexBind(0, first );
4376 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4377 R_Mesh_TexBind(1, second);
4379 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4381 case RENDERPATH_GL11:
4382 R_Mesh_TexBind(0, first );
4387 void R_SetupShader_DepthOrShadow(void)
4389 switch (vid.renderpath)
4391 case RENDERPATH_GL20:
4392 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4394 case RENDERPATH_CGGL:
4396 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4399 case RENDERPATH_GL13:
4400 R_Mesh_TexBind(0, 0);
4401 R_Mesh_TexBind(1, 0);
4403 case RENDERPATH_GL11:
4404 R_Mesh_TexBind(0, 0);
4409 void R_SetupShader_ShowDepth(void)
4411 switch (vid.renderpath)
4413 case RENDERPATH_GL20:
4414 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4416 case RENDERPATH_CGGL:
4418 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4421 case RENDERPATH_GL13:
4423 case RENDERPATH_GL11:
4428 extern qboolean r_shadow_usingdeferredprepass;
4429 extern cvar_t r_shadow_deferred_8bitrange;
4430 extern rtexture_t *r_shadow_attenuationgradienttexture;
4431 extern rtexture_t *r_shadow_attenuation2dtexture;
4432 extern rtexture_t *r_shadow_attenuation3dtexture;
4433 extern qboolean r_shadow_usingshadowmaprect;
4434 extern qboolean r_shadow_usingshadowmapcube;
4435 extern qboolean r_shadow_usingshadowmap2d;
4436 extern qboolean r_shadow_usingshadowmaportho;
4437 extern float r_shadow_shadowmap_texturescale[2];
4438 extern float r_shadow_shadowmap_parameters[4];
4439 extern qboolean r_shadow_shadowmapvsdct;
4440 extern qboolean r_shadow_shadowmapsampler;
4441 extern int r_shadow_shadowmappcf;
4442 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4443 extern rtexture_t *r_shadow_shadowmap2dtexture;
4444 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4445 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4446 extern matrix4x4_t r_shadow_shadowmapmatrix;
4447 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4448 extern int r_shadow_prepass_width;
4449 extern int r_shadow_prepass_height;
4450 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4451 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4452 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4453 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4454 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4456 // select a permutation of the lighting shader appropriate to this
4457 // combination of texture, entity, light source, and fogging, only use the
4458 // minimum features necessary to avoid wasting rendering time in the
4459 // fragment shader on features that are not being used
4460 unsigned int permutation = 0;
4461 unsigned int mode = 0;
4463 if (rsurfacepass == RSURFPASS_BACKGROUND)
4465 // distorted background
4466 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4467 mode = SHADERMODE_WATER;
4469 mode = SHADERMODE_REFRACTION;
4470 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4471 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4472 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4473 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4474 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4475 R_Mesh_ColorPointer(NULL, 0, 0);
4476 GL_AlphaTest(false);
4477 GL_BlendFunc(GL_ONE, GL_ZERO);
4479 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4481 if (r_glsl_offsetmapping.integer)
4483 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4484 if (r_glsl_offsetmapping_reliefmapping.integer)
4485 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4488 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4489 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4490 permutation |= SHADERPERMUTATION_ALPHAKILL;
4491 // normalmap (deferred prepass), may use alpha test on diffuse
4492 mode = SHADERMODE_DEFERREDGEOMETRY;
4493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4494 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4495 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4496 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4497 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4498 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4499 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4500 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4501 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4503 R_Mesh_ColorPointer(NULL, 0, 0);
4504 GL_AlphaTest(false);
4505 GL_BlendFunc(GL_ONE, GL_ZERO);
4507 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4509 if (r_glsl_offsetmapping.integer)
4511 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4512 if (r_glsl_offsetmapping_reliefmapping.integer)
4513 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4516 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4518 mode = SHADERMODE_LIGHTSOURCE;
4519 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4520 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4521 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4522 permutation |= SHADERPERMUTATION_CUBEFILTER;
4523 if (diffusescale > 0)
4524 permutation |= SHADERPERMUTATION_DIFFUSE;
4525 if (specularscale > 0)
4527 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4528 if (r_shadow_glossexact.integer)
4529 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4531 if (r_refdef.fogenabled)
4532 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4533 if (rsurface.texture->colormapping)
4534 permutation |= SHADERPERMUTATION_COLORMAPPING;
4535 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4537 if (r_shadow_usingshadowmaprect)
4538 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4539 if (r_shadow_usingshadowmap2d)
4540 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4541 if (r_shadow_usingshadowmapcube)
4542 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4543 else if(r_shadow_shadowmapvsdct)
4544 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4546 if (r_shadow_shadowmapsampler)
4547 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4548 if (r_shadow_shadowmappcf > 1)
4549 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4550 else if (r_shadow_shadowmappcf)
4551 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4553 if (rsurface.texture->reflectmasktexture)
4554 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4555 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4556 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4558 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4559 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4560 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4565 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4566 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4568 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4569 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4570 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4572 R_Mesh_ColorPointer(NULL, 0, 0);
4573 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4574 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4576 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4578 if (r_glsl_offsetmapping.integer)
4580 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4581 if (r_glsl_offsetmapping_reliefmapping.integer)
4582 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4584 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4585 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4586 // unshaded geometry (fullbright or ambient model lighting)
4587 mode = SHADERMODE_FLATCOLOR;
4588 ambientscale = diffusescale = specularscale = 0;
4589 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4590 permutation |= SHADERPERMUTATION_GLOW;
4591 if (r_refdef.fogenabled)
4592 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4593 if (rsurface.texture->colormapping)
4594 permutation |= SHADERPERMUTATION_COLORMAPPING;
4595 if (r_shadow_usingshadowmaportho && (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d))
4597 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4598 if (r_shadow_usingshadowmaprect)
4599 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4600 if (r_shadow_usingshadowmap2d)
4601 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4603 if (r_shadow_shadowmapsampler)
4604 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4605 if (r_shadow_shadowmappcf > 1)
4606 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4607 else if (r_shadow_shadowmappcf)
4608 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4611 permutation |= SHADERPERMUTATION_REFLECTION;
4612 if (rsurface.texture->reflectmasktexture)
4613 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4614 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4615 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4617 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4618 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4619 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4623 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4624 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4625 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4627 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4628 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4629 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4631 R_Mesh_ColorPointer(NULL, 0, 0);
4632 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4633 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4635 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4637 if (r_glsl_offsetmapping.integer)
4639 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4640 if (r_glsl_offsetmapping_reliefmapping.integer)
4641 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4643 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4644 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4645 // directional model lighting
4646 mode = SHADERMODE_LIGHTDIRECTION;
4647 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4648 permutation |= SHADERPERMUTATION_GLOW;
4649 permutation |= SHADERPERMUTATION_DIFFUSE;
4650 if (specularscale > 0)
4652 permutation |= SHADERPERMUTATION_SPECULAR;
4653 if (r_shadow_glossexact.integer)
4654 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4656 if (r_refdef.fogenabled)
4657 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4658 if (rsurface.texture->colormapping)
4659 permutation |= SHADERPERMUTATION_COLORMAPPING;
4660 if (r_shadow_usingshadowmaportho && (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d))
4662 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4663 if (r_shadow_usingshadowmaprect)
4664 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4665 if (r_shadow_usingshadowmap2d)
4666 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4668 if (r_shadow_shadowmapsampler)
4669 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4670 if (r_shadow_shadowmappcf > 1)
4671 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4672 else if (r_shadow_shadowmappcf)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4676 permutation |= SHADERPERMUTATION_REFLECTION;
4677 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4678 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4679 if (rsurface.texture->reflectmasktexture)
4680 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4681 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4682 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4684 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4685 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4686 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4690 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4691 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4692 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4694 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4695 R_Mesh_ColorPointer(NULL, 0, 0);
4696 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4697 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4699 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4701 if (r_glsl_offsetmapping.integer)
4703 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4704 if (r_glsl_offsetmapping_reliefmapping.integer)
4705 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4707 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4708 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4709 // ambient model lighting
4710 mode = SHADERMODE_LIGHTDIRECTION;
4711 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4712 permutation |= SHADERPERMUTATION_GLOW;
4713 if (r_refdef.fogenabled)
4714 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4715 if (rsurface.texture->colormapping)
4716 permutation |= SHADERPERMUTATION_COLORMAPPING;
4717 if (r_shadow_usingshadowmaportho && (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d))
4719 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4720 if (r_shadow_usingshadowmaprect)
4721 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4722 if (r_shadow_usingshadowmap2d)
4723 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4725 if (r_shadow_shadowmapsampler)
4726 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4727 if (r_shadow_shadowmappcf > 1)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4729 else if (r_shadow_shadowmappcf)
4730 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4733 permutation |= SHADERPERMUTATION_REFLECTION;
4734 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4735 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4736 if (rsurface.texture->reflectmasktexture)
4737 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4738 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4739 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4741 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4742 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4743 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4747 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4748 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4749 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4751 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4752 R_Mesh_ColorPointer(NULL, 0, 0);
4753 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4754 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4758 if (r_glsl_offsetmapping.integer)
4760 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4761 if (r_glsl_offsetmapping_reliefmapping.integer)
4762 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4765 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4767 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4768 permutation |= SHADERPERMUTATION_GLOW;
4769 if (r_refdef.fogenabled)
4770 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4771 if (rsurface.texture->colormapping)
4772 permutation |= SHADERPERMUTATION_COLORMAPPING;
4773 if (r_shadow_usingshadowmaportho && (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d))
4775 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4776 if (r_shadow_usingshadowmaprect)
4777 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4778 if (r_shadow_usingshadowmap2d)
4779 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4781 if (r_shadow_shadowmapsampler)
4782 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4783 if (r_shadow_shadowmappcf > 1)
4784 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4785 else if (r_shadow_shadowmappcf)
4786 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4788 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4789 permutation |= SHADERPERMUTATION_REFLECTION;
4790 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4791 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4792 if (rsurface.texture->reflectmasktexture)
4793 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4794 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4796 // deluxemapping (light direction texture)
4797 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4798 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4800 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4801 permutation |= SHADERPERMUTATION_DIFFUSE;
4802 if (specularscale > 0)
4804 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4805 if (r_shadow_glossexact.integer)
4806 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4808 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4809 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4810 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4812 R_Mesh_ColorPointer(NULL, 0, 0);
4814 else if (r_glsl_deluxemapping.integer >= 2)
4816 // fake deluxemapping (uniform light direction in tangentspace)
4817 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4818 permutation |= SHADERPERMUTATION_DIFFUSE;
4819 if (specularscale > 0)
4821 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4822 if (r_shadow_glossexact.integer)
4823 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4825 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4826 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4827 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4829 R_Mesh_ColorPointer(NULL, 0, 0);
4831 else if (rsurface.uselightmaptexture)
4833 // ordinary lightmapping (q1bsp, q3bsp)
4834 mode = SHADERMODE_LIGHTMAP;
4835 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4836 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4837 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4839 R_Mesh_ColorPointer(NULL, 0, 0);
4843 // ordinary vertex coloring (q3bsp)
4844 mode = SHADERMODE_VERTEXCOLOR;
4845 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4846 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4848 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4849 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4851 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4852 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4853 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4857 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4858 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4859 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4861 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4862 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4864 switch(vid.renderpath)
4866 case RENDERPATH_GL20:
4867 R_SetupShader_SetPermutationGLSL(mode, permutation);
4868 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4869 if (mode == SHADERMODE_LIGHTSOURCE)
4871 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4872 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4873 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4874 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);
4875 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);
4876 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);
4878 // additive passes are only darkened by fog, not tinted
4879 if (r_glsl_permutation->loc_FogColor >= 0)
4880 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4881 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4885 if (mode == SHADERMODE_FLATCOLOR)
4887 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4889 else if (mode == SHADERMODE_LIGHTDIRECTION)
4891 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]);
4892 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]);
4893 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);
4894 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);
4895 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);
4896 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]);
4897 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]);
4901 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]);
4902 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]);
4903 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);
4904 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);
4905 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);
4907 // additive passes are only darkened by fog, not tinted
4908 if (r_glsl_permutation->loc_FogColor >= 0)
4910 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4911 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4913 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4915 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);
4916 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]);
4917 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]);
4918 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4919 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4920 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4921 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4922 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4924 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4925 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4926 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4927 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]);
4928 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]);
4930 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4931 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4932 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4933 if (r_glsl_permutation->loc_Color_Pants >= 0)
4935 if (rsurface.texture->pantstexture)
4936 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4938 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4940 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4942 if (rsurface.texture->shirttexture)
4943 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4945 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4947 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]);
4948 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4949 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4950 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4951 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4952 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]);
4953 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4955 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4956 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4957 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4958 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4959 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4960 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4961 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4962 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4963 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4964 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4965 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4966 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4967 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4968 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4969 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4970 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4971 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4972 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4973 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4974 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4975 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4976 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4977 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4978 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4979 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4980 if (rsurface.rtlight || r_shadow_usingshadowmaportho)
4982 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4983 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4984 if (rsurface.rtlight)
4986 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4987 if (r_shadow_usingshadowmapcube)
4988 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4989 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4994 case RENDERPATH_CGGL:
4996 R_SetupShader_SetPermutationCG(mode, permutation);
4997 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4998 if (mode == SHADERMODE_LIGHTSOURCE)
5000 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5001 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5005 if (mode == SHADERMODE_LIGHTDIRECTION)
5007 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
5010 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5011 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5012 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5013 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5014 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
5017 if (mode == SHADERMODE_LIGHTSOURCE)
5019 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5020 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5021 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
5022 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
5023 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
5025 // additive passes are only darkened by fog, not tinted
5026 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5027 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5031 if (mode == SHADERMODE_FLATCOLOR)
5033 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5035 else if (mode == SHADERMODE_LIGHTDIRECTION)
5037 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
5038 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
5039 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
5040 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
5041 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
5042 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
5043 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
5047 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
5048 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
5049 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
5050 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
5051 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
5053 // additive passes are only darkened by fog, not tinted
5054 if (r_cg_permutation->fp_FogColor)
5056 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5057 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5059 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5062 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
5063 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
5064 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
5065 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5066 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5067 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5068 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5069 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5071 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
5072 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
5073 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5074 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5075 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5076 if (r_cg_permutation->fp_Color_Pants)
5078 if (rsurface.texture->pantstexture)
5079 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5081 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5084 if (r_cg_permutation->fp_Color_Shirt)
5086 if (rsurface.texture->shirttexture)
5087 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5089 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5092 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
5093 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5094 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5095 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5096 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5097 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
5098 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5100 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5101 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5102 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5103 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5104 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5105 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5106 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5107 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5108 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5109 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5110 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5111 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5112 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5113 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5114 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
5115 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5116 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5117 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5118 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5119 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5120 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5121 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5122 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5123 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5124 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5125 if (rsurface.rtlight || r_shadow_usingshadowmaportho)
5127 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5128 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5129 if (rsurface.rtlight)
5131 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5132 if (r_shadow_usingshadowmapcube)
5133 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5141 case RENDERPATH_GL13:
5142 case RENDERPATH_GL11:
5147 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5149 // select a permutation of the lighting shader appropriate to this
5150 // combination of texture, entity, light source, and fogging, only use the
5151 // minimum features necessary to avoid wasting rendering time in the
5152 // fragment shader on features that are not being used
5153 unsigned int permutation = 0;
5154 unsigned int mode = 0;
5155 const float *lightcolorbase = rtlight->currentcolor;
5156 float ambientscale = rtlight->ambientscale;
5157 float diffusescale = rtlight->diffusescale;
5158 float specularscale = rtlight->specularscale;
5159 // this is the location of the light in view space
5160 vec3_t viewlightorigin;
5161 // this transforms from view space (camera) to light space (cubemap)
5162 matrix4x4_t viewtolight;
5163 matrix4x4_t lighttoview;
5164 float viewtolight16f[16];
5165 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5167 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5168 if (rtlight->currentcubemap != r_texture_whitecube)
5169 permutation |= SHADERPERMUTATION_CUBEFILTER;
5170 if (diffusescale > 0)
5171 permutation |= SHADERPERMUTATION_DIFFUSE;
5172 if (specularscale > 0)
5174 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5175 if (r_shadow_glossexact.integer)
5176 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5178 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5180 if (r_shadow_usingshadowmaprect)
5181 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5182 if (r_shadow_usingshadowmap2d)
5183 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5184 if (r_shadow_usingshadowmapcube)
5185 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5186 else if(r_shadow_shadowmapvsdct)
5187 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5189 if (r_shadow_shadowmapsampler)
5190 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5191 if (r_shadow_shadowmappcf > 1)
5192 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5193 else if (r_shadow_shadowmappcf)
5194 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5196 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5197 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5198 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5199 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5200 switch(vid.renderpath)
5202 case RENDERPATH_GL20:
5203 R_SetupShader_SetPermutationGLSL(mode, permutation);
5204 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5205 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5206 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);
5207 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);
5208 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);
5209 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]);
5210 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]);
5211 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));
5212 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]);
5213 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5215 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5216 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5217 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5218 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5219 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5220 if (r_shadow_usingshadowmapcube)
5221 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5222 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5223 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5225 case RENDERPATH_CGGL:
5227 R_SetupShader_SetPermutationCG(mode, permutation);
5228 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5229 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5230 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
5231 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
5232 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
5233 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
5234 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
5235 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
5236 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
5237 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5239 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5240 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5241 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5242 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5243 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5244 if (r_shadow_usingshadowmapcube)
5245 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5246 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5247 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5250 case RENDERPATH_GL13:
5251 case RENDERPATH_GL11:
5256 #define SKINFRAME_HASH 1024
5260 int loadsequence; // incremented each level change
5261 memexpandablearray_t array;
5262 skinframe_t *hash[SKINFRAME_HASH];
5265 r_skinframe_t r_skinframe;
5267 void R_SkinFrame_PrepareForPurge(void)
5269 r_skinframe.loadsequence++;
5270 // wrap it without hitting zero
5271 if (r_skinframe.loadsequence >= 200)
5272 r_skinframe.loadsequence = 1;
5275 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5279 // mark the skinframe as used for the purging code
5280 skinframe->loadsequence = r_skinframe.loadsequence;
5283 void R_SkinFrame_Purge(void)
5287 for (i = 0;i < SKINFRAME_HASH;i++)
5289 for (s = r_skinframe.hash[i];s;s = s->next)
5291 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5293 if (s->merged == s->base)
5295 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5296 R_PurgeTexture(s->stain );s->stain = NULL;
5297 R_PurgeTexture(s->merged);s->merged = NULL;
5298 R_PurgeTexture(s->base );s->base = NULL;
5299 R_PurgeTexture(s->pants );s->pants = NULL;
5300 R_PurgeTexture(s->shirt );s->shirt = NULL;
5301 R_PurgeTexture(s->nmap );s->nmap = NULL;
5302 R_PurgeTexture(s->gloss );s->gloss = NULL;
5303 R_PurgeTexture(s->glow );s->glow = NULL;
5304 R_PurgeTexture(s->fog );s->fog = NULL;
5305 R_PurgeTexture(s->reflect);s->reflect = NULL;
5306 s->loadsequence = 0;
5312 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5314 char basename[MAX_QPATH];
5316 Image_StripImageExtension(name, basename, sizeof(basename));
5318 if( last == NULL ) {
5320 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5321 item = r_skinframe.hash[hashindex];
5326 // linearly search through the hash bucket
5327 for( ; item ; item = item->next ) {
5328 if( !strcmp( item->basename, basename ) ) {
5335 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5339 char basename[MAX_QPATH];
5341 Image_StripImageExtension(name, basename, sizeof(basename));
5343 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5344 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5345 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5349 rtexture_t *dyntexture;
5350 // check whether its a dynamic texture
5351 dyntexture = CL_GetDynTexture( basename );
5352 if (!add && !dyntexture)
5354 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5355 memset(item, 0, sizeof(*item));
5356 strlcpy(item->basename, basename, sizeof(item->basename));
5357 item->base = dyntexture; // either NULL or dyntexture handle
5358 item->textureflags = textureflags;
5359 item->comparewidth = comparewidth;
5360 item->compareheight = compareheight;
5361 item->comparecrc = comparecrc;
5362 item->next = r_skinframe.hash[hashindex];
5363 r_skinframe.hash[hashindex] = item;
5365 else if( item->base == NULL )
5367 rtexture_t *dyntexture;
5368 // check whether its a dynamic texture
5369 // 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]
5370 dyntexture = CL_GetDynTexture( basename );
5371 item->base = dyntexture; // either NULL or dyntexture handle
5374 R_SkinFrame_MarkUsed(item);
5378 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5380 unsigned long long avgcolor[5], wsum; \
5388 for(pix = 0; pix < cnt; ++pix) \
5391 for(comp = 0; comp < 3; ++comp) \
5393 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5396 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5398 for(comp = 0; comp < 3; ++comp) \
5399 avgcolor[comp] += getpixel * w; \
5402 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5403 avgcolor[4] += getpixel; \
5405 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5407 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5408 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5409 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5410 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5413 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5416 unsigned char *pixels;
5417 unsigned char *bumppixels;
5418 unsigned char *basepixels = NULL;
5419 int basepixels_width = 0;
5420 int basepixels_height = 0;
5421 skinframe_t *skinframe;
5422 rtexture_t *ddsbase = NULL;
5423 qboolean ddshasalpha = false;
5424 float ddsavgcolor[4];
5425 char basename[MAX_QPATH];
5427 if (cls.state == ca_dedicated)
5430 // return an existing skinframe if already loaded
5431 // if loading of the first image fails, don't make a new skinframe as it
5432 // would cause all future lookups of this to be missing
5433 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5434 if (skinframe && skinframe->base)
5437 Image_StripImageExtension(name, basename, sizeof(basename));
5439 // check for DDS texture file first
5440 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5442 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5443 if (basepixels == NULL)
5447 if (developer_loading.integer)
5448 Con_Printf("loading skin \"%s\"\n", name);
5450 // we've got some pixels to store, so really allocate this new texture now
5452 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5453 skinframe->stain = NULL;
5454 skinframe->merged = NULL;
5455 skinframe->base = NULL;
5456 skinframe->pants = NULL;
5457 skinframe->shirt = NULL;
5458 skinframe->nmap = NULL;
5459 skinframe->gloss = NULL;
5460 skinframe->glow = NULL;
5461 skinframe->fog = NULL;
5462 skinframe->reflect = NULL;
5463 skinframe->hasalpha = false;
5467 skinframe->base = ddsbase;
5468 skinframe->hasalpha = ddshasalpha;
5469 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5470 if (r_loadfog && skinframe->hasalpha)
5471 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5472 //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]);
5476 basepixels_width = image_width;
5477 basepixels_height = image_height;
5478 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);
5479 if (textureflags & TEXF_ALPHA)
5481 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5483 if (basepixels[j] < 255)
5485 skinframe->hasalpha = true;
5489 if (r_loadfog && skinframe->hasalpha)
5491 // has transparent pixels
5492 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5493 for (j = 0;j < image_width * image_height * 4;j += 4)
5498 pixels[j+3] = basepixels[j+3];
5500 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);
5504 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5505 //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]);
5506 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5507 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5508 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5509 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5514 if (r_loadnormalmap)
5515 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5516 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5518 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5519 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5520 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5521 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5524 // _norm is the name used by tenebrae and has been adopted as standard
5525 if (r_loadnormalmap && skinframe->nmap == NULL)
5527 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5529 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);
5533 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5535 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5536 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5537 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);
5539 Mem_Free(bumppixels);
5541 else if (r_shadow_bumpscale_basetexture.value > 0)
5543 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5544 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5545 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);
5548 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5549 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5552 // _luma is supported only for tenebrae compatibility
5553 // _glow is the preferred name
5554 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5556 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);
5557 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5558 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5559 Mem_Free(pixels);pixels = NULL;
5562 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5564 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);
5565 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5566 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5571 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5573 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);
5574 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5575 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5580 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5582 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);
5583 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5584 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5589 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5591 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);
5592 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5593 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5599 Mem_Free(basepixels);
5604 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5605 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5608 unsigned char *temp1, *temp2;
5609 skinframe_t *skinframe;
5611 if (cls.state == ca_dedicated)
5614 // if already loaded just return it, otherwise make a new skinframe
5615 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5616 if (skinframe && skinframe->base)
5619 skinframe->stain = NULL;
5620 skinframe->merged = NULL;
5621 skinframe->base = NULL;
5622 skinframe->pants = NULL;
5623 skinframe->shirt = NULL;
5624 skinframe->nmap = NULL;
5625 skinframe->gloss = NULL;
5626 skinframe->glow = NULL;
5627 skinframe->fog = NULL;
5628 skinframe->reflect = NULL;
5629 skinframe->hasalpha = false;
5631 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5635 if (developer_loading.integer)
5636 Con_Printf("loading 32bit skin \"%s\"\n", name);
5638 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5640 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5641 temp2 = temp1 + width * height * 4;
5642 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5643 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5646 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5647 if (textureflags & TEXF_ALPHA)
5649 for (i = 3;i < width * height * 4;i += 4)
5651 if (skindata[i] < 255)
5653 skinframe->hasalpha = true;
5657 if (r_loadfog && skinframe->hasalpha)
5659 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5660 memcpy(fogpixels, skindata, width * height * 4);
5661 for (i = 0;i < width * height * 4;i += 4)
5662 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5663 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5664 Mem_Free(fogpixels);
5668 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5669 //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]);
5674 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5678 skinframe_t *skinframe;
5680 if (cls.state == ca_dedicated)
5683 // if already loaded just return it, otherwise make a new skinframe
5684 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5685 if (skinframe && skinframe->base)
5688 skinframe->stain = NULL;
5689 skinframe->merged = NULL;
5690 skinframe->base = NULL;
5691 skinframe->pants = NULL;
5692 skinframe->shirt = NULL;
5693 skinframe->nmap = NULL;
5694 skinframe->gloss = NULL;
5695 skinframe->glow = NULL;
5696 skinframe->fog = NULL;
5697 skinframe->reflect = NULL;
5698 skinframe->hasalpha = false;
5700 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5704 if (developer_loading.integer)
5705 Con_Printf("loading quake skin \"%s\"\n", name);
5707 // 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)
5708 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5709 memcpy(skinframe->qpixels, skindata, width*height);
5710 skinframe->qwidth = width;
5711 skinframe->qheight = height;
5714 for (i = 0;i < width * height;i++)
5715 featuresmask |= palette_featureflags[skindata[i]];
5717 skinframe->hasalpha = false;
5718 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5719 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5720 skinframe->qgeneratemerged = true;
5721 skinframe->qgeneratebase = skinframe->qhascolormapping;
5722 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5724 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5725 //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]);
5730 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5734 unsigned char *skindata;
5736 if (!skinframe->qpixels)
5739 if (!skinframe->qhascolormapping)
5740 colormapped = false;
5744 if (!skinframe->qgeneratebase)
5749 if (!skinframe->qgeneratemerged)
5753 width = skinframe->qwidth;
5754 height = skinframe->qheight;
5755 skindata = skinframe->qpixels;
5757 if (skinframe->qgeneratenmap)
5759 unsigned char *temp1, *temp2;
5760 skinframe->qgeneratenmap = false;
5761 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5762 temp2 = temp1 + width * height * 4;
5763 // use either a custom palette or the quake palette
5764 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5765 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5766 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5770 if (skinframe->qgenerateglow)
5772 skinframe->qgenerateglow = false;
5773 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5778 skinframe->qgeneratebase = false;
5779 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);
5780 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5781 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5785 skinframe->qgeneratemerged = false;
5786 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5789 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5791 Mem_Free(skinframe->qpixels);
5792 skinframe->qpixels = NULL;
5796 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)
5799 skinframe_t *skinframe;
5801 if (cls.state == ca_dedicated)
5804 // if already loaded just return it, otherwise make a new skinframe
5805 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5806 if (skinframe && skinframe->base)
5809 skinframe->stain = NULL;
5810 skinframe->merged = NULL;
5811 skinframe->base = NULL;
5812 skinframe->pants = NULL;
5813 skinframe->shirt = NULL;
5814 skinframe->nmap = NULL;
5815 skinframe->gloss = NULL;
5816 skinframe->glow = NULL;
5817 skinframe->fog = NULL;
5818 skinframe->reflect = NULL;
5819 skinframe->hasalpha = false;
5821 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5825 if (developer_loading.integer)
5826 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5828 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5829 if (textureflags & TEXF_ALPHA)
5831 for (i = 0;i < width * height;i++)
5833 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5835 skinframe->hasalpha = true;
5839 if (r_loadfog && skinframe->hasalpha)
5840 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5843 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5844 //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]);
5849 skinframe_t *R_SkinFrame_LoadMissing(void)
5851 skinframe_t *skinframe;
5853 if (cls.state == ca_dedicated)
5856 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5857 skinframe->stain = NULL;
5858 skinframe->merged = NULL;
5859 skinframe->base = NULL;
5860 skinframe->pants = NULL;
5861 skinframe->shirt = NULL;
5862 skinframe->nmap = NULL;
5863 skinframe->gloss = NULL;
5864 skinframe->glow = NULL;
5865 skinframe->fog = NULL;
5866 skinframe->reflect = NULL;
5867 skinframe->hasalpha = false;
5869 skinframe->avgcolor[0] = rand() / RAND_MAX;
5870 skinframe->avgcolor[1] = rand() / RAND_MAX;
5871 skinframe->avgcolor[2] = rand() / RAND_MAX;
5872 skinframe->avgcolor[3] = 1;
5877 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5878 typedef struct suffixinfo_s
5881 qboolean flipx, flipy, flipdiagonal;
5884 static suffixinfo_t suffix[3][6] =
5887 {"px", false, false, false},
5888 {"nx", false, false, false},
5889 {"py", false, false, false},
5890 {"ny", false, false, false},
5891 {"pz", false, false, false},
5892 {"nz", false, false, false}
5895 {"posx", false, false, false},
5896 {"negx", false, false, false},
5897 {"posy", false, false, false},
5898 {"negy", false, false, false},
5899 {"posz", false, false, false},
5900 {"negz", false, false, false}
5903 {"rt", true, false, true},
5904 {"lf", false, true, true},
5905 {"ft", true, true, false},
5906 {"bk", false, false, false},
5907 {"up", true, false, true},
5908 {"dn", true, false, true}
5912 static int componentorder[4] = {0, 1, 2, 3};
5914 rtexture_t *R_LoadCubemap(const char *basename)
5916 int i, j, cubemapsize;
5917 unsigned char *cubemappixels, *image_buffer;
5918 rtexture_t *cubemaptexture;
5920 // must start 0 so the first loadimagepixels has no requested width/height
5922 cubemappixels = NULL;
5923 cubemaptexture = NULL;
5924 // keep trying different suffix groups (posx, px, rt) until one loads
5925 for (j = 0;j < 3 && !cubemappixels;j++)
5927 // load the 6 images in the suffix group
5928 for (i = 0;i < 6;i++)
5930 // generate an image name based on the base and and suffix
5931 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5933 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5935 // an image loaded, make sure width and height are equal
5936 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5938 // if this is the first image to load successfully, allocate the cubemap memory
5939 if (!cubemappixels && image_width >= 1)
5941 cubemapsize = image_width;
5942 // note this clears to black, so unavailable sides are black
5943 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5945 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5947 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);
5950 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5952 Mem_Free(image_buffer);
5956 // if a cubemap loaded, upload it
5959 if (developer_loading.integer)
5960 Con_Printf("loading cubemap \"%s\"\n", basename);
5962 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5963 Mem_Free(cubemappixels);
5967 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5968 if (developer_loading.integer)
5970 Con_Printf("(tried tried images ");
5971 for (j = 0;j < 3;j++)
5972 for (i = 0;i < 6;i++)
5973 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5974 Con_Print(" and was unable to find any of them).\n");
5977 return cubemaptexture;
5980 rtexture_t *R_GetCubemap(const char *basename)
5983 for (i = 0;i < r_texture_numcubemaps;i++)
5984 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5985 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5986 if (i >= MAX_CUBEMAPS)
5987 return r_texture_whitecube;
5988 r_texture_numcubemaps++;
5989 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5990 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5991 return r_texture_cubemaps[i].texture;
5994 void R_FreeCubemaps(void)
5997 for (i = 0;i < r_texture_numcubemaps;i++)
5999 if (developer_loading.integer)
6000 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6001 if (r_texture_cubemaps[i].texture)
6002 R_FreeTexture(r_texture_cubemaps[i].texture);
6004 r_texture_numcubemaps = 0;
6007 void R_Main_FreeViewCache(void)
6009 if (r_refdef.viewcache.entityvisible)
6010 Mem_Free(r_refdef.viewcache.entityvisible);
6011 if (r_refdef.viewcache.world_pvsbits)
6012 Mem_Free(r_refdef.viewcache.world_pvsbits);
6013 if (r_refdef.viewcache.world_leafvisible)
6014 Mem_Free(r_refdef.viewcache.world_leafvisible);
6015 if (r_refdef.viewcache.world_surfacevisible)
6016 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6017 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6020 void R_Main_ResizeViewCache(void)
6022 int numentities = r_refdef.scene.numentities;
6023 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6024 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6025 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6026 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6027 if (r_refdef.viewcache.maxentities < numentities)
6029 r_refdef.viewcache.maxentities = numentities;
6030 if (r_refdef.viewcache.entityvisible)
6031 Mem_Free(r_refdef.viewcache.entityvisible);
6032 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6034 if (r_refdef.viewcache.world_numclusters != numclusters)
6036 r_refdef.viewcache.world_numclusters = numclusters;
6037 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6038 if (r_refdef.viewcache.world_pvsbits)
6039 Mem_Free(r_refdef.viewcache.world_pvsbits);
6040 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6042 if (r_refdef.viewcache.world_numleafs != numleafs)
6044 r_refdef.viewcache.world_numleafs = numleafs;
6045 if (r_refdef.viewcache.world_leafvisible)
6046 Mem_Free(r_refdef.viewcache.world_leafvisible);
6047 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6049 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6051 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6052 if (r_refdef.viewcache.world_surfacevisible)
6053 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6054 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6058 extern rtexture_t *loadingscreentexture;
6059 void gl_main_start(void)
6061 loadingscreentexture = NULL;
6062 r_texture_blanknormalmap = NULL;
6063 r_texture_white = NULL;
6064 r_texture_grey128 = NULL;
6065 r_texture_black = NULL;
6066 r_texture_whitecube = NULL;
6067 r_texture_normalizationcube = NULL;
6068 r_texture_fogattenuation = NULL;
6069 r_texture_gammaramps = NULL;
6070 r_texture_numcubemaps = 0;
6072 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6073 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6075 switch(vid.renderpath)
6077 case RENDERPATH_GL20:
6078 case RENDERPATH_CGGL:
6079 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6080 Cvar_SetValueQuick(&gl_combine, 1);
6081 Cvar_SetValueQuick(&r_glsl, 1);
6082 r_loadnormalmap = true;
6086 case RENDERPATH_GL13:
6087 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6088 Cvar_SetValueQuick(&gl_combine, 1);
6089 Cvar_SetValueQuick(&r_glsl, 0);
6090 r_loadnormalmap = false;
6091 r_loadgloss = false;
6094 case RENDERPATH_GL11:
6095 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6096 Cvar_SetValueQuick(&gl_combine, 0);
6097 Cvar_SetValueQuick(&r_glsl, 0);
6098 r_loadnormalmap = false;
6099 r_loadgloss = false;
6105 R_FrameData_Reset();
6109 memset(r_queries, 0, sizeof(r_queries));
6111 r_qwskincache = NULL;
6112 r_qwskincache_size = 0;
6114 // set up r_skinframe loading system for textures
6115 memset(&r_skinframe, 0, sizeof(r_skinframe));
6116 r_skinframe.loadsequence = 1;
6117 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6119 r_main_texturepool = R_AllocTexturePool();
6120 R_BuildBlankTextures();
6122 if (vid.support.arb_texture_cube_map)
6125 R_BuildNormalizationCube();
6127 r_texture_fogattenuation = NULL;
6128 r_texture_gammaramps = NULL;
6129 //r_texture_fogintensity = NULL;
6130 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6131 memset(&r_waterstate, 0, sizeof(r_waterstate));
6132 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6133 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6134 glslshaderstring = NULL;
6136 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6137 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6138 cgshaderstring = NULL;
6140 memset(&r_svbsp, 0, sizeof (r_svbsp));
6142 r_refdef.fogmasktable_density = 0;
6145 void gl_main_shutdown(void)
6148 R_FrameData_Reset();
6150 R_Main_FreeViewCache();
6153 qglDeleteQueriesARB(r_maxqueries, r_queries);
6157 memset(r_queries, 0, sizeof(r_queries));
6159 r_qwskincache = NULL;
6160 r_qwskincache_size = 0;
6162 // clear out the r_skinframe state
6163 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6164 memset(&r_skinframe, 0, sizeof(r_skinframe));
6167 Mem_Free(r_svbsp.nodes);
6168 memset(&r_svbsp, 0, sizeof (r_svbsp));
6169 R_FreeTexturePool(&r_main_texturepool);
6170 loadingscreentexture = NULL;
6171 r_texture_blanknormalmap = NULL;
6172 r_texture_white = NULL;
6173 r_texture_grey128 = NULL;
6174 r_texture_black = NULL;
6175 r_texture_whitecube = NULL;
6176 r_texture_normalizationcube = NULL;
6177 r_texture_fogattenuation = NULL;
6178 r_texture_gammaramps = NULL;
6179 r_texture_numcubemaps = 0;
6180 //r_texture_fogintensity = NULL;
6181 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6182 memset(&r_waterstate, 0, sizeof(r_waterstate));
6186 extern void CL_ParseEntityLump(char *entitystring);
6187 void gl_main_newmap(void)
6189 // FIXME: move this code to client
6191 char *entities, entname[MAX_QPATH];
6193 Mem_Free(r_qwskincache);
6194 r_qwskincache = NULL;
6195 r_qwskincache_size = 0;
6198 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6199 l = (int)strlen(entname) - 4;
6200 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6202 memcpy(entname + l, ".ent", 5);
6203 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6205 CL_ParseEntityLump(entities);
6210 if (cl.worldmodel->brush.entities)
6211 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6213 R_Main_FreeViewCache();
6215 R_FrameData_Reset();
6218 void GL_Main_Init(void)
6220 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6222 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6223 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6224 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6225 if (gamemode == GAME_NEHAHRA)
6227 Cvar_RegisterVariable (&gl_fogenable);
6228 Cvar_RegisterVariable (&gl_fogdensity);
6229 Cvar_RegisterVariable (&gl_fogred);
6230 Cvar_RegisterVariable (&gl_foggreen);
6231 Cvar_RegisterVariable (&gl_fogblue);
6232 Cvar_RegisterVariable (&gl_fogstart);
6233 Cvar_RegisterVariable (&gl_fogend);
6234 Cvar_RegisterVariable (&gl_skyclip);
6236 Cvar_RegisterVariable(&r_motionblur);
6237 Cvar_RegisterVariable(&r_motionblur_maxblur);
6238 Cvar_RegisterVariable(&r_motionblur_bmin);
6239 Cvar_RegisterVariable(&r_motionblur_vmin);
6240 Cvar_RegisterVariable(&r_motionblur_vmax);
6241 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6242 Cvar_RegisterVariable(&r_motionblur_randomize);
6243 Cvar_RegisterVariable(&r_damageblur);
6244 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6245 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6246 Cvar_RegisterVariable(&r_equalize_entities_by);
6247 Cvar_RegisterVariable(&r_equalize_entities_to);
6248 Cvar_RegisterVariable(&r_depthfirst);
6249 Cvar_RegisterVariable(&r_useinfinitefarclip);
6250 Cvar_RegisterVariable(&r_farclip_base);
6251 Cvar_RegisterVariable(&r_farclip_world);
6252 Cvar_RegisterVariable(&r_nearclip);
6253 Cvar_RegisterVariable(&r_showbboxes);
6254 Cvar_RegisterVariable(&r_showsurfaces);
6255 Cvar_RegisterVariable(&r_showtris);
6256 Cvar_RegisterVariable(&r_shownormals);
6257 Cvar_RegisterVariable(&r_showlighting);
6258 Cvar_RegisterVariable(&r_showshadowvolumes);
6259 Cvar_RegisterVariable(&r_showcollisionbrushes);
6260 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6261 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6262 Cvar_RegisterVariable(&r_showdisabledepthtest);
6263 Cvar_RegisterVariable(&r_drawportals);
6264 Cvar_RegisterVariable(&r_drawentities);
6265 Cvar_RegisterVariable(&r_cullentities_trace);
6266 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6267 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6268 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6269 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6270 Cvar_RegisterVariable(&r_drawviewmodel);
6271 Cvar_RegisterVariable(&r_speeds);
6272 Cvar_RegisterVariable(&r_fullbrights);
6273 Cvar_RegisterVariable(&r_wateralpha);
6274 Cvar_RegisterVariable(&r_dynamic);
6275 Cvar_RegisterVariable(&r_fullbright);
6276 Cvar_RegisterVariable(&r_shadows);
6277 Cvar_RegisterVariable(&r_shadows_darken);
6278 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6279 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6280 Cvar_RegisterVariable(&r_shadows_throwdistance);
6281 Cvar_RegisterVariable(&r_shadows_throwdirection);
6282 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6283 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6284 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6285 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6286 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6287 Cvar_RegisterVariable(&r_fog_exp2);
6288 Cvar_RegisterVariable(&r_drawfog);
6289 Cvar_RegisterVariable(&r_transparentdepthmasking);
6290 Cvar_RegisterVariable(&r_texture_dds_load);
6291 Cvar_RegisterVariable(&r_texture_dds_save);
6292 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6293 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6294 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6295 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6296 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6297 Cvar_RegisterVariable(&r_textureunits);
6298 Cvar_RegisterVariable(&gl_combine);
6299 Cvar_RegisterVariable(&r_glsl);
6300 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6301 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6302 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6303 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6304 Cvar_RegisterVariable(&r_glsl_postprocess);
6305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6309 Cvar_RegisterVariable(&r_water);
6310 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6311 Cvar_RegisterVariable(&r_water_clippingplanebias);
6312 Cvar_RegisterVariable(&r_water_refractdistort);
6313 Cvar_RegisterVariable(&r_water_reflectdistort);
6314 Cvar_RegisterVariable(&r_lerpsprites);
6315 Cvar_RegisterVariable(&r_lerpmodels);
6316 Cvar_RegisterVariable(&r_lerplightstyles);
6317 Cvar_RegisterVariable(&r_waterscroll);
6318 Cvar_RegisterVariable(&r_bloom);
6319 Cvar_RegisterVariable(&r_bloom_colorscale);
6320 Cvar_RegisterVariable(&r_bloom_brighten);
6321 Cvar_RegisterVariable(&r_bloom_blur);
6322 Cvar_RegisterVariable(&r_bloom_resolution);
6323 Cvar_RegisterVariable(&r_bloom_colorexponent);
6324 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6325 Cvar_RegisterVariable(&r_hdr);
6326 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6327 Cvar_RegisterVariable(&r_hdr_glowintensity);
6328 Cvar_RegisterVariable(&r_hdr_range);
6329 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6330 Cvar_RegisterVariable(&developer_texturelogging);
6331 Cvar_RegisterVariable(&gl_lightmaps);
6332 Cvar_RegisterVariable(&r_test);
6333 Cvar_RegisterVariable(&r_batchmode);
6334 Cvar_RegisterVariable(&r_glsl_saturation);
6335 Cvar_RegisterVariable(&r_framedatasize);
6336 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6337 Cvar_SetValue("r_fullbrights", 0);
6338 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6340 Cvar_RegisterVariable(&r_track_sprites);
6341 Cvar_RegisterVariable(&r_track_sprites_flags);
6342 Cvar_RegisterVariable(&r_track_sprites_scalew);
6343 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6344 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6345 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6348 extern void R_Textures_Init(void);
6349 extern void GL_Draw_Init(void);
6350 extern void GL_Main_Init(void);
6351 extern void R_Shadow_Init(void);
6352 extern void R_Sky_Init(void);
6353 extern void GL_Surf_Init(void);
6354 extern void R_Particles_Init(void);
6355 extern void R_Explosion_Init(void);
6356 extern void gl_backend_init(void);
6357 extern void Sbar_Init(void);
6358 extern void R_LightningBeams_Init(void);
6359 extern void Mod_RenderInit(void);
6360 extern void Font_Init(void);
6362 void Render_Init(void)
6375 R_LightningBeams_Init();
6384 extern char *ENGINE_EXTENSIONS;
6387 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6388 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6389 gl_version = (const char *)qglGetString(GL_VERSION);
6390 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6394 if (!gl_platformextensions)
6395 gl_platformextensions = "";
6397 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6398 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6399 Con_Printf("GL_VERSION: %s\n", gl_version);
6400 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6401 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6403 VID_CheckExtensions();
6405 // LordHavoc: report supported extensions
6406 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6408 // clear to black (loading plaque will be seen over this)
6410 qglClearColor(0,0,0,1);CHECKGLERROR
6411 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6414 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6418 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6420 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6423 p = r_refdef.view.frustum + i;
6428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6464 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6468 for (i = 0;i < numplanes;i++)
6475 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6479 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6483 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6487 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6491 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6495 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6499 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6503 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6511 //==================================================================================
6513 // LordHavoc: this stores temporary data used within the same frame
6515 qboolean r_framedata_failed;
6516 static size_t r_framedata_size;
6517 static size_t r_framedata_current;
6518 static void *r_framedata_base;
6520 void R_FrameData_Reset(void)
6522 if (r_framedata_base)
6523 Mem_Free(r_framedata_base);
6524 r_framedata_base = NULL;
6525 r_framedata_size = 0;
6526 r_framedata_current = 0;
6527 r_framedata_failed = false;
6530 void R_FrameData_NewFrame(void)
6533 if (r_framedata_failed)
6534 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6535 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6536 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6537 if (r_framedata_size != wantedsize)
6539 r_framedata_size = wantedsize;
6540 if (r_framedata_base)
6541 Mem_Free(r_framedata_base);
6542 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6544 r_framedata_current = 0;
6545 r_framedata_failed = false;
6548 void *R_FrameData_Alloc(size_t size)
6552 // align to 16 byte boundary
6553 size = (size + 15) & ~15;
6554 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6555 r_framedata_current += size;
6558 if (r_framedata_current > r_framedata_size)
6559 r_framedata_failed = true;
6561 // return NULL on everything after a failure
6562 if (r_framedata_failed)
6568 void *R_FrameData_Store(size_t size, void *data)
6570 void *d = R_FrameData_Alloc(size);
6572 memcpy(d, data, size);
6576 //==================================================================================
6578 // LordHavoc: animcache originally written by Echon, rewritten since then
6581 * Animation cache prevents re-generating mesh data for an animated model
6582 * multiple times in one frame for lighting, shadowing, reflections, etc.
6585 void R_AnimCache_Free(void)
6589 void R_AnimCache_ClearCache(void)
6592 entity_render_t *ent;
6594 for (i = 0;i < r_refdef.scene.numentities;i++)
6596 ent = r_refdef.scene.entities[i];
6597 ent->animcache_vertex3f = NULL;
6598 ent->animcache_normal3f = NULL;
6599 ent->animcache_svector3f = NULL;
6600 ent->animcache_tvector3f = NULL;
6604 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6606 dp_model_t *model = ent->model;
6608 // see if it's already cached this frame
6609 if (ent->animcache_vertex3f)
6611 // add normals/tangents if needed
6612 if (wantnormals || wanttangents)
6614 if (ent->animcache_normal3f)
6615 wantnormals = false;
6616 if (ent->animcache_svector3f)
6617 wanttangents = false;
6618 if (wantnormals || wanttangents)
6620 numvertices = model->surfmesh.num_vertices;
6622 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6625 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6626 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6628 if (!r_framedata_failed)
6629 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6635 // see if this ent is worth caching
6636 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6638 // get some memory for this entity and generate mesh data
6639 numvertices = model->surfmesh.num_vertices;
6640 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6642 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6645 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6646 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6648 if (!r_framedata_failed)
6649 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6651 return !r_framedata_failed;
6654 void R_AnimCache_CacheVisibleEntities(void)
6657 qboolean wantnormals = !r_showsurfaces.integer;
6658 qboolean wanttangents = !r_showsurfaces.integer;
6660 switch(vid.renderpath)
6662 case RENDERPATH_GL20:
6663 case RENDERPATH_CGGL:
6665 case RENDERPATH_GL13:
6666 case RENDERPATH_GL11:
6667 wanttangents = false;
6671 // TODO: thread this
6672 // NOTE: R_PrepareRTLights() also caches entities
6674 for (i = 0;i < r_refdef.scene.numentities;i++)
6675 if (r_refdef.viewcache.entityvisible[i])
6676 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6678 if (r_shadows.integer)
6679 for (i = 0;i < r_refdef.scene.numentities;i++)
6680 if (!r_refdef.viewcache.entityvisible[i])
6681 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6684 //==================================================================================
6686 static void R_View_UpdateEntityLighting (void)
6689 entity_render_t *ent;
6690 vec3_t tempdiffusenormal, avg;
6691 vec_t f, fa, fd, fdd;
6693 for (i = 0;i < r_refdef.scene.numentities;i++)
6695 ent = r_refdef.scene.entities[i];
6697 // skip unseen models
6698 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6702 if (ent->model && ent->model->brush.num_leafs)
6704 // TODO: use modellight for r_ambient settings on world?
6705 VectorSet(ent->modellight_ambient, 0, 0, 0);
6706 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6707 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6711 // fetch the lighting from the worldmodel data
6712 VectorClear(ent->modellight_ambient);
6713 VectorClear(ent->modellight_diffuse);
6714 VectorClear(tempdiffusenormal);
6715 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6718 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6719 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6720 if(ent->flags & RENDER_EQUALIZE)
6722 // first fix up ambient lighting...
6723 if(r_equalize_entities_minambient.value > 0)
6725 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6728 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6729 if(fa < r_equalize_entities_minambient.value * fd)
6732 // fa'/fd' = minambient
6733 // fa'+0.25*fd' = fa+0.25*fd
6735 // fa' = fd' * minambient
6736 // fd'*(0.25+minambient) = fa+0.25*fd
6738 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6739 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6741 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6742 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
6743 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6744 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6749 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6751 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6752 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6755 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6756 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6757 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6763 VectorSet(ent->modellight_ambient, 1, 1, 1);
6765 // move the light direction into modelspace coordinates for lighting code
6766 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6767 if(VectorLength2(ent->modellight_lightdir) == 0)
6768 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6769 VectorNormalize(ent->modellight_lightdir);
6773 #define MAX_LINEOFSIGHTTRACES 64
6775 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6778 vec3_t boxmins, boxmaxs;
6781 dp_model_t *model = r_refdef.scene.worldmodel;
6783 if (!model || !model->brush.TraceLineOfSight)
6786 // expand the box a little
6787 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6788 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6789 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6790 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6791 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6792 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6794 // return true if eye is inside enlarged box
6795 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6799 VectorCopy(eye, start);
6800 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6801 if (model->brush.TraceLineOfSight(model, start, end))
6804 // try various random positions
6805 for (i = 0;i < numsamples;i++)
6807 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6808 if (model->brush.TraceLineOfSight(model, start, end))
6816 static void R_View_UpdateEntityVisible (void)
6821 entity_render_t *ent;
6823 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6824 if (!r_drawviewmodel.integer)
6825 renderimask |= RENDER_VIEWMODEL;
6826 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6828 // worldmodel can check visibility
6829 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6830 for (i = 0;i < r_refdef.scene.numentities;i++)
6832 ent = r_refdef.scene.entities[i];
6833 if (!(ent->flags & renderimask))
6834 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)))
6835 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))
6836 r_refdef.viewcache.entityvisible[i] = true;
6838 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6840 for (i = 0;i < r_refdef.scene.numentities;i++)
6842 ent = r_refdef.scene.entities[i];
6843 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6845 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6847 continue; // temp entities do pvs only
6848 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6849 ent->last_trace_visibility = realtime;
6850 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6851 r_refdef.viewcache.entityvisible[i] = 0;
6858 // no worldmodel or it can't check visibility
6859 for (i = 0;i < r_refdef.scene.numentities;i++)
6861 ent = r_refdef.scene.entities[i];
6862 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));
6867 /// only used if skyrendermasked, and normally returns false
6868 int R_DrawBrushModelsSky (void)
6871 entity_render_t *ent;
6874 for (i = 0;i < r_refdef.scene.numentities;i++)
6876 if (!r_refdef.viewcache.entityvisible[i])
6878 ent = r_refdef.scene.entities[i];
6879 if (!ent->model || !ent->model->DrawSky)
6881 ent->model->DrawSky(ent);
6887 static void R_DrawNoModel(entity_render_t *ent);
6888 static void R_DrawModels(void)
6891 entity_render_t *ent;
6893 for (i = 0;i < r_refdef.scene.numentities;i++)
6895 if (!r_refdef.viewcache.entityvisible[i])
6897 ent = r_refdef.scene.entities[i];
6898 r_refdef.stats.entities++;
6899 if (ent->model && ent->model->Draw != NULL)
6900 ent->model->Draw(ent);
6906 static void R_DrawModelsDepth(void)
6909 entity_render_t *ent;
6911 for (i = 0;i < r_refdef.scene.numentities;i++)
6913 if (!r_refdef.viewcache.entityvisible[i])
6915 ent = r_refdef.scene.entities[i];
6916 if (ent->model && ent->model->DrawDepth != NULL)
6917 ent->model->DrawDepth(ent);
6921 static void R_DrawModelsDebug(void)
6924 entity_render_t *ent;
6926 for (i = 0;i < r_refdef.scene.numentities;i++)
6928 if (!r_refdef.viewcache.entityvisible[i])
6930 ent = r_refdef.scene.entities[i];
6931 if (ent->model && ent->model->DrawDebug != NULL)
6932 ent->model->DrawDebug(ent);
6936 static void R_DrawModelsAddWaterPlanes(void)
6939 entity_render_t *ent;
6941 for (i = 0;i < r_refdef.scene.numentities;i++)
6943 if (!r_refdef.viewcache.entityvisible[i])
6945 ent = r_refdef.scene.entities[i];
6946 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6947 ent->model->DrawAddWaterPlanes(ent);
6951 static void R_View_SetFrustum(void)
6954 double slopex, slopey;
6955 vec3_t forward, left, up, origin;
6957 // we can't trust r_refdef.view.forward and friends in reflected scenes
6958 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6961 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6962 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6963 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6964 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6965 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6966 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6967 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6968 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6969 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6970 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6971 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6972 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6976 zNear = r_refdef.nearclip;
6977 nudge = 1.0 - 1.0 / (1<<23);
6978 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6979 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6980 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6981 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6982 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6983 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6984 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6985 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6991 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6992 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6993 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6994 r_refdef.view.frustum[0].dist = m[15] - m[12];
6996 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6997 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6998 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6999 r_refdef.view.frustum[1].dist = m[15] + m[12];
7001 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7002 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7003 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7004 r_refdef.view.frustum[2].dist = m[15] - m[13];
7006 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7007 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7008 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7009 r_refdef.view.frustum[3].dist = m[15] + m[13];
7011 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7012 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7013 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7014 r_refdef.view.frustum[4].dist = m[15] - m[14];
7016 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7017 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7018 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7019 r_refdef.view.frustum[5].dist = m[15] + m[14];
7022 if (r_refdef.view.useperspective)
7024 slopex = 1.0 / r_refdef.view.frustum_x;
7025 slopey = 1.0 / r_refdef.view.frustum_y;
7026 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7027 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7028 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7029 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7030 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7032 // Leaving those out was a mistake, those were in the old code, and they
7033 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7034 // I couldn't reproduce it after adding those normalizations. --blub
7035 VectorNormalize(r_refdef.view.frustum[0].normal);
7036 VectorNormalize(r_refdef.view.frustum[1].normal);
7037 VectorNormalize(r_refdef.view.frustum[2].normal);
7038 VectorNormalize(r_refdef.view.frustum[3].normal);
7040 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7041 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]);
7042 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]);
7043 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]);
7044 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]);
7046 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7047 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7048 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7049 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7050 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7054 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7055 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7056 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7057 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7058 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7059 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7060 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7061 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7062 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7063 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7065 r_refdef.view.numfrustumplanes = 5;
7067 if (r_refdef.view.useclipplane)
7069 r_refdef.view.numfrustumplanes = 6;
7070 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7073 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7074 PlaneClassify(r_refdef.view.frustum + i);
7076 // LordHavoc: note to all quake engine coders, Quake had a special case
7077 // for 90 degrees which assumed a square view (wrong), so I removed it,
7078 // Quake2 has it disabled as well.
7080 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7081 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7082 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7083 //PlaneClassify(&frustum[0]);
7085 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7086 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7087 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7088 //PlaneClassify(&frustum[1]);
7090 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7091 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7092 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7093 //PlaneClassify(&frustum[2]);
7095 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7096 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7097 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7098 //PlaneClassify(&frustum[3]);
7101 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7102 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7103 //PlaneClassify(&frustum[4]);
7106 void R_View_Update(void)
7108 R_Main_ResizeViewCache();
7109 R_View_SetFrustum();
7110 R_View_WorldVisibility(r_refdef.view.useclipplane);
7111 R_View_UpdateEntityVisible();
7112 R_View_UpdateEntityLighting();
7115 void R_SetupView(qboolean allowwaterclippingplane)
7117 const float *customclipplane = NULL;
7119 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7121 // LordHavoc: couldn't figure out how to make this approach the
7122 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7123 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7124 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7125 dist = r_refdef.view.clipplane.dist;
7126 plane[0] = r_refdef.view.clipplane.normal[0];
7127 plane[1] = r_refdef.view.clipplane.normal[1];
7128 plane[2] = r_refdef.view.clipplane.normal[2];
7130 customclipplane = plane;
7133 if (!r_refdef.view.useperspective)
7134 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);
7135 else if (vid.stencil && r_useinfinitefarclip.integer)
7136 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);
7138 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);
7139 R_SetViewport(&r_refdef.view.viewport);
7142 void R_EntityMatrix(const matrix4x4_t *matrix)
7144 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7146 gl_modelmatrixchanged = false;
7147 gl_modelmatrix = *matrix;
7148 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7149 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7150 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7151 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7153 switch(vid.renderpath)
7155 case RENDERPATH_GL20:
7156 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7157 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7158 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7160 case RENDERPATH_CGGL:
7163 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7164 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7165 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7168 case RENDERPATH_GL13:
7169 case RENDERPATH_GL11:
7170 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7176 void R_ResetViewRendering2D(void)
7178 r_viewport_t viewport;
7181 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7182 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);
7183 R_SetViewport(&viewport);
7184 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7185 GL_Color(1, 1, 1, 1);
7186 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7187 GL_BlendFunc(GL_ONE, GL_ZERO);
7188 GL_AlphaTest(false);
7189 GL_ScissorTest(false);
7190 GL_DepthMask(false);
7191 GL_DepthRange(0, 1);
7192 GL_DepthTest(false);
7193 R_EntityMatrix(&identitymatrix);
7194 R_Mesh_ResetTextureState();
7195 GL_PolygonOffset(0, 0);
7196 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7197 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7198 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7199 qglStencilMask(~0);CHECKGLERROR
7200 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7201 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7202 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7205 void R_ResetViewRendering3D(void)
7210 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7211 GL_Color(1, 1, 1, 1);
7212 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7213 GL_BlendFunc(GL_ONE, GL_ZERO);
7214 GL_AlphaTest(false);
7215 GL_ScissorTest(true);
7217 GL_DepthRange(0, 1);
7219 R_EntityMatrix(&identitymatrix);
7220 R_Mesh_ResetTextureState();
7221 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7222 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7223 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7224 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7225 qglStencilMask(~0);CHECKGLERROR
7226 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7227 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7228 GL_CullFace(r_refdef.view.cullface_back);
7231 void R_RenderScene(void);
7232 void R_RenderWaterPlanes(void);
7234 static void R_Water_StartFrame(void)
7237 int waterwidth, waterheight, texturewidth, textureheight;
7238 r_waterstate_waterplane_t *p;
7240 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7243 switch(vid.renderpath)
7245 case RENDERPATH_GL20:
7246 case RENDERPATH_CGGL:
7248 case RENDERPATH_GL13:
7249 case RENDERPATH_GL11:
7253 // set waterwidth and waterheight to the water resolution that will be
7254 // used (often less than the screen resolution for faster rendering)
7255 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7256 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7258 // calculate desired texture sizes
7259 // can't use water if the card does not support the texture size
7260 if (!r_water.integer || r_showsurfaces.integer)
7261 texturewidth = textureheight = waterwidth = waterheight = 0;
7262 else if (vid.support.arb_texture_non_power_of_two)
7264 texturewidth = waterwidth;
7265 textureheight = waterheight;
7269 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7270 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7273 // allocate textures as needed
7274 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7276 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7277 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7279 if (p->texture_refraction)
7280 R_FreeTexture(p->texture_refraction);
7281 p->texture_refraction = NULL;
7282 if (p->texture_reflection)
7283 R_FreeTexture(p->texture_reflection);
7284 p->texture_reflection = NULL;
7286 memset(&r_waterstate, 0, sizeof(r_waterstate));
7287 r_waterstate.texturewidth = texturewidth;
7288 r_waterstate.textureheight = textureheight;
7291 if (r_waterstate.texturewidth)
7293 r_waterstate.enabled = true;
7295 // when doing a reduced render (HDR) we want to use a smaller area
7296 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7297 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7299 // set up variables that will be used in shader setup
7300 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7301 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7302 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7303 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7306 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7307 r_waterstate.numwaterplanes = 0;
7310 void R_Water_AddWaterPlane(msurface_t *surface)
7312 int triangleindex, planeindex;
7318 r_waterstate_waterplane_t *p;
7319 texture_t *t = R_GetCurrentTexture(surface->texture);
7320 // just use the first triangle with a valid normal for any decisions
7321 VectorClear(normal);
7322 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7324 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7325 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7326 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7327 TriangleNormal(vert[0], vert[1], vert[2], normal);
7328 if (VectorLength2(normal) >= 0.001)
7332 VectorCopy(normal, plane.normal);
7333 VectorNormalize(plane.normal);
7334 plane.dist = DotProduct(vert[0], plane.normal);
7335 PlaneClassify(&plane);
7336 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7338 // skip backfaces (except if nocullface is set)
7339 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7341 VectorNegate(plane.normal, plane.normal);
7343 PlaneClassify(&plane);
7347 // find a matching plane if there is one
7348 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7349 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7351 if (planeindex >= r_waterstate.maxwaterplanes)
7352 return; // nothing we can do, out of planes
7354 // if this triangle does not fit any known plane rendered this frame, add one
7355 if (planeindex >= r_waterstate.numwaterplanes)
7357 // store the new plane
7358 r_waterstate.numwaterplanes++;
7360 // clear materialflags and pvs
7361 p->materialflags = 0;
7362 p->pvsvalid = false;
7364 // merge this surface's materialflags into the waterplane
7365 p->materialflags |= t->currentmaterialflags;
7366 // merge this surface's PVS into the waterplane
7367 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7368 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7369 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7371 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7376 static void R_Water_ProcessPlanes(void)
7378 r_refdef_view_t originalview;
7379 r_refdef_view_t myview;
7381 r_waterstate_waterplane_t *p;
7383 originalview = r_refdef.view;
7385 // make sure enough textures are allocated
7386 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7388 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7390 if (!p->texture_refraction)
7391 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);
7392 if (!p->texture_refraction)
7396 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7398 if (!p->texture_reflection)
7399 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);
7400 if (!p->texture_reflection)
7406 r_refdef.view = originalview;
7407 r_refdef.view.showdebug = false;
7408 r_refdef.view.width = r_waterstate.waterwidth;
7409 r_refdef.view.height = r_waterstate.waterheight;
7410 r_refdef.view.useclipplane = true;
7411 myview = r_refdef.view;
7412 r_waterstate.renderingscene = true;
7413 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7415 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7417 r_refdef.view = myview;
7418 // render reflected scene and copy into texture
7419 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7420 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7421 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7422 r_refdef.view.clipplane = p->plane;
7423 // reverse the cullface settings for this render
7424 r_refdef.view.cullface_front = GL_FRONT;
7425 r_refdef.view.cullface_back = GL_BACK;
7426 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7428 r_refdef.view.usecustompvs = true;
7430 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7432 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7435 R_ResetViewRendering3D();
7436 R_ClearScreen(r_refdef.fogenabled);
7440 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);
7443 // render the normal view scene and copy into texture
7444 // (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)
7445 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7447 r_refdef.view = myview;
7448 r_refdef.view.clipplane = p->plane;
7449 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7450 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7451 PlaneClassify(&r_refdef.view.clipplane);
7453 R_ResetViewRendering3D();
7454 R_ClearScreen(r_refdef.fogenabled);
7458 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);
7462 r_waterstate.renderingscene = false;
7463 r_refdef.view = originalview;
7464 R_ResetViewRendering3D();
7465 R_ClearScreen(r_refdef.fogenabled);
7469 r_refdef.view = originalview;
7470 r_waterstate.renderingscene = false;
7471 Cvar_SetValueQuick(&r_water, 0);
7472 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7476 void R_Bloom_StartFrame(void)
7478 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7480 switch(vid.renderpath)
7482 case RENDERPATH_GL20:
7483 case RENDERPATH_CGGL:
7485 case RENDERPATH_GL13:
7486 case RENDERPATH_GL11:
7490 // set bloomwidth and bloomheight to the bloom resolution that will be
7491 // used (often less than the screen resolution for faster rendering)
7492 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7493 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7494 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7495 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7496 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7498 // calculate desired texture sizes
7499 if (vid.support.arb_texture_non_power_of_two)
7501 screentexturewidth = r_refdef.view.width;
7502 screentextureheight = r_refdef.view.height;
7503 bloomtexturewidth = r_bloomstate.bloomwidth;
7504 bloomtextureheight = r_bloomstate.bloomheight;
7508 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7509 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7510 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7511 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7514 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))
7516 Cvar_SetValueQuick(&r_hdr, 0);
7517 Cvar_SetValueQuick(&r_bloom, 0);
7518 Cvar_SetValueQuick(&r_motionblur, 0);
7519 Cvar_SetValueQuick(&r_damageblur, 0);
7522 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)))
7523 screentexturewidth = screentextureheight = 0;
7524 if (!r_hdr.integer && !r_bloom.integer)
7525 bloomtexturewidth = bloomtextureheight = 0;
7527 // allocate textures as needed
7528 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7530 if (r_bloomstate.texture_screen)
7531 R_FreeTexture(r_bloomstate.texture_screen);
7532 r_bloomstate.texture_screen = NULL;
7533 r_bloomstate.screentexturewidth = screentexturewidth;
7534 r_bloomstate.screentextureheight = screentextureheight;
7535 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7536 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7538 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7540 if (r_bloomstate.texture_bloom)
7541 R_FreeTexture(r_bloomstate.texture_bloom);
7542 r_bloomstate.texture_bloom = NULL;
7543 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7544 r_bloomstate.bloomtextureheight = bloomtextureheight;
7545 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7546 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7549 // when doing a reduced render (HDR) we want to use a smaller area
7550 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7551 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7552 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7553 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7554 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7556 // set up a texcoord array for the full resolution screen image
7557 // (we have to keep this around to copy back during final render)
7558 r_bloomstate.screentexcoord2f[0] = 0;
7559 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7560 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7561 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7562 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7563 r_bloomstate.screentexcoord2f[5] = 0;
7564 r_bloomstate.screentexcoord2f[6] = 0;
7565 r_bloomstate.screentexcoord2f[7] = 0;
7567 // set up a texcoord array for the reduced resolution bloom image
7568 // (which will be additive blended over the screen image)
7569 r_bloomstate.bloomtexcoord2f[0] = 0;
7570 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7571 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7572 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7573 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7574 r_bloomstate.bloomtexcoord2f[5] = 0;
7575 r_bloomstate.bloomtexcoord2f[6] = 0;
7576 r_bloomstate.bloomtexcoord2f[7] = 0;
7578 if (r_hdr.integer || r_bloom.integer)
7580 r_bloomstate.enabled = true;
7581 r_bloomstate.hdr = r_hdr.integer != 0;
7584 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);
7587 void R_Bloom_CopyBloomTexture(float colorscale)
7589 r_refdef.stats.bloom++;
7591 // scale down screen texture to the bloom texture size
7593 R_SetViewport(&r_bloomstate.viewport);
7594 GL_BlendFunc(GL_ONE, GL_ZERO);
7595 GL_Color(colorscale, colorscale, colorscale, 1);
7596 // TODO: optimize with multitexture or GLSL
7597 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7598 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7599 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7600 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7602 // we now have a bloom image in the framebuffer
7603 // copy it into the bloom image texture for later processing
7604 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);
7605 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7608 void R_Bloom_CopyHDRTexture(void)
7610 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);
7611 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7614 void R_Bloom_MakeTexture(void)
7617 float xoffset, yoffset, r, brighten;
7619 r_refdef.stats.bloom++;
7621 R_ResetViewRendering2D();
7622 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7623 R_Mesh_ColorPointer(NULL, 0, 0);
7625 // we have a bloom image in the framebuffer
7627 R_SetViewport(&r_bloomstate.viewport);
7629 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7632 r = bound(0, r_bloom_colorexponent.value / x, 1);
7633 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7634 GL_Color(r, r, r, 1);
7635 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7636 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7637 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7638 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7640 // copy the vertically blurred bloom view to a texture
7641 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);
7642 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7645 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7646 brighten = r_bloom_brighten.value;
7648 brighten *= r_hdr_range.value;
7649 brighten = sqrt(brighten);
7651 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7652 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7653 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7655 for (dir = 0;dir < 2;dir++)
7657 // blend on at multiple vertical offsets to achieve a vertical blur
7658 // TODO: do offset blends using GLSL
7659 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7660 GL_BlendFunc(GL_ONE, GL_ZERO);
7661 for (x = -range;x <= range;x++)
7663 if (!dir){xoffset = 0;yoffset = x;}
7664 else {xoffset = x;yoffset = 0;}
7665 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7666 yoffset /= (float)r_bloomstate.bloomtextureheight;
7667 // compute a texcoord array with the specified x and y offset
7668 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7669 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7670 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7671 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7672 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7673 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7674 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7675 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7676 // this r value looks like a 'dot' particle, fading sharply to
7677 // black at the edges
7678 // (probably not realistic but looks good enough)
7679 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7680 //r = brighten/(range*2+1);
7681 r = brighten / (range * 2 + 1);
7683 r *= (1 - x*x/(float)(range*range));
7684 GL_Color(r, r, r, 1);
7685 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7686 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7687 GL_BlendFunc(GL_ONE, GL_ONE);
7690 // copy the vertically blurred bloom view to a texture
7691 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);
7692 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7695 // apply subtract last
7696 // (just like it would be in a GLSL shader)
7697 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7699 GL_BlendFunc(GL_ONE, GL_ZERO);
7700 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7701 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7702 GL_Color(1, 1, 1, 1);
7703 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7704 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7706 GL_BlendFunc(GL_ONE, GL_ONE);
7707 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7708 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7709 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7710 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7711 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7712 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7713 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7715 // copy the darkened bloom view to a texture
7716 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);
7717 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7721 void R_HDR_RenderBloomTexture(void)
7723 int oldwidth, oldheight;
7724 float oldcolorscale;
7726 oldcolorscale = r_refdef.view.colorscale;
7727 oldwidth = r_refdef.view.width;
7728 oldheight = r_refdef.view.height;
7729 r_refdef.view.width = r_bloomstate.bloomwidth;
7730 r_refdef.view.height = r_bloomstate.bloomheight;
7732 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7733 // TODO: add exposure compensation features
7734 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7736 r_refdef.view.showdebug = false;
7737 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7739 R_ResetViewRendering3D();
7741 R_ClearScreen(r_refdef.fogenabled);
7742 if (r_timereport_active)
7743 R_TimeReport("HDRclear");
7746 if (r_timereport_active)
7747 R_TimeReport("visibility");
7749 // only do secondary renders with HDR if r_hdr is 2 or higher
7750 r_waterstate.numwaterplanes = 0;
7751 if (r_waterstate.enabled && r_hdr.integer >= 2)
7752 R_RenderWaterPlanes();
7754 r_refdef.view.showdebug = true;
7756 r_waterstate.numwaterplanes = 0;
7758 R_ResetViewRendering2D();
7760 R_Bloom_CopyHDRTexture();
7761 R_Bloom_MakeTexture();
7763 // restore the view settings
7764 r_refdef.view.width = oldwidth;
7765 r_refdef.view.height = oldheight;
7766 r_refdef.view.colorscale = oldcolorscale;
7768 R_ResetViewRendering3D();
7770 R_ClearScreen(r_refdef.fogenabled);
7771 if (r_timereport_active)
7772 R_TimeReport("viewclear");
7775 static void R_BlendView(void)
7777 unsigned int permutation;
7778 float uservecs[4][4];
7780 switch (vid.renderpath)
7782 case RENDERPATH_GL20:
7783 case RENDERPATH_CGGL:
7785 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7786 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7787 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7788 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7789 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7791 if (r_bloomstate.texture_screen)
7793 // make sure the buffer is available
7794 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7796 R_ResetViewRendering2D();
7797 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7798 R_Mesh_ColorPointer(NULL, 0, 0);
7800 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7802 // declare variables
7804 static float avgspeed;
7806 speed = VectorLength(cl.movement_velocity);
7808 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7809 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7811 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7812 speed = bound(0, speed, 1);
7813 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7815 // calculate values into a standard alpha
7816 cl.motionbluralpha = 1 - exp(-
7818 (r_motionblur.value * speed / 80)
7820 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7823 max(0.0001, cl.time - cl.oldtime) // fps independent
7826 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7827 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7829 if (cl.motionbluralpha > 0)
7831 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7832 GL_Color(1, 1, 1, cl.motionbluralpha);
7833 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7834 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7835 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7836 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7840 // copy view into the screen texture
7841 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);
7842 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7844 else if (!r_bloomstate.texture_bloom)
7846 // we may still have to do view tint...
7847 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7849 // apply a color tint to the whole view
7850 R_ResetViewRendering2D();
7851 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7852 R_Mesh_ColorPointer(NULL, 0, 0);
7853 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7854 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7855 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7856 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7858 break; // no screen processing, no bloom, skip it
7861 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7863 // render simple bloom effect
7864 // copy the screen and shrink it and darken it for the bloom process
7865 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7866 // make the bloom texture
7867 R_Bloom_MakeTexture();
7870 #if _MSC_VER >= 1400
7871 #define sscanf sscanf_s
7873 memset(uservecs, 0, sizeof(uservecs));
7874 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7875 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7876 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7877 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7879 R_ResetViewRendering2D();
7880 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7881 R_Mesh_ColorPointer(NULL, 0, 0);
7882 GL_Color(1, 1, 1, 1);
7883 GL_BlendFunc(GL_ONE, GL_ZERO);
7884 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7885 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7887 switch(vid.renderpath)
7889 case RENDERPATH_GL20:
7890 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7891 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7892 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7893 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7894 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]);
7895 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7896 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]);
7897 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]);
7898 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]);
7899 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]);
7900 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7901 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7903 case RENDERPATH_CGGL:
7905 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7906 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7907 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7908 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7909 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
7910 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7911 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
7912 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
7913 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
7914 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
7915 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7916 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7922 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7923 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7925 case RENDERPATH_GL13:
7926 case RENDERPATH_GL11:
7927 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7929 // apply a color tint to the whole view
7930 R_ResetViewRendering2D();
7931 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7932 R_Mesh_ColorPointer(NULL, 0, 0);
7933 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7934 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7935 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7936 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7942 matrix4x4_t r_waterscrollmatrix;
7944 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7946 if (r_refdef.fog_density)
7948 r_refdef.fogcolor[0] = r_refdef.fog_red;
7949 r_refdef.fogcolor[1] = r_refdef.fog_green;
7950 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7952 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7953 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7954 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7955 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7959 VectorCopy(r_refdef.fogcolor, fogvec);
7960 // color.rgb *= ContrastBoost * SceneBrightness;
7961 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7962 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7963 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7964 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7969 void R_UpdateVariables(void)
7973 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7975 r_refdef.farclip = r_farclip_base.value;
7976 if (r_refdef.scene.worldmodel)
7977 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7978 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7980 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7981 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7982 r_refdef.polygonfactor = 0;
7983 r_refdef.polygonoffset = 0;
7984 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7985 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7987 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7988 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7989 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7990 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7991 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7992 if (r_showsurfaces.integer)
7994 r_refdef.scene.rtworld = false;
7995 r_refdef.scene.rtworldshadows = false;
7996 r_refdef.scene.rtdlight = false;
7997 r_refdef.scene.rtdlightshadows = false;
7998 r_refdef.lightmapintensity = 0;
8001 if (gamemode == GAME_NEHAHRA)
8003 if (gl_fogenable.integer)
8005 r_refdef.oldgl_fogenable = true;
8006 r_refdef.fog_density = gl_fogdensity.value;
8007 r_refdef.fog_red = gl_fogred.value;
8008 r_refdef.fog_green = gl_foggreen.value;
8009 r_refdef.fog_blue = gl_fogblue.value;
8010 r_refdef.fog_alpha = 1;
8011 r_refdef.fog_start = 0;
8012 r_refdef.fog_end = gl_skyclip.value;
8013 r_refdef.fog_height = 1<<30;
8014 r_refdef.fog_fadedepth = 128;
8016 else if (r_refdef.oldgl_fogenable)
8018 r_refdef.oldgl_fogenable = false;
8019 r_refdef.fog_density = 0;
8020 r_refdef.fog_red = 0;
8021 r_refdef.fog_green = 0;
8022 r_refdef.fog_blue = 0;
8023 r_refdef.fog_alpha = 0;
8024 r_refdef.fog_start = 0;
8025 r_refdef.fog_end = 0;
8026 r_refdef.fog_height = 1<<30;
8027 r_refdef.fog_fadedepth = 128;
8031 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8032 r_refdef.fog_start = max(0, r_refdef.fog_start);
8033 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8035 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8037 if (r_refdef.fog_density && r_drawfog.integer)
8039 r_refdef.fogenabled = true;
8040 // this is the point where the fog reaches 0.9986 alpha, which we
8041 // consider a good enough cutoff point for the texture
8042 // (0.9986 * 256 == 255.6)
8043 if (r_fog_exp2.integer)
8044 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8046 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8047 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8048 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8049 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8050 // fog color was already set
8051 // update the fog texture
8052 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)
8053 R_BuildFogTexture();
8056 r_refdef.fogenabled = false;
8058 switch(vid.renderpath)
8060 case RENDERPATH_GL20:
8061 case RENDERPATH_CGGL:
8062 if(v_glslgamma.integer && !vid_gammatables_trivial)
8064 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8066 // build GLSL gamma texture
8067 #define RAMPWIDTH 256
8068 unsigned short ramp[RAMPWIDTH * 3];
8069 unsigned char rampbgr[RAMPWIDTH][4];
8072 r_texture_gammaramps_serial = vid_gammatables_serial;
8074 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8075 for(i = 0; i < RAMPWIDTH; ++i)
8077 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8078 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8079 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8082 if (r_texture_gammaramps)
8084 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8088 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);
8094 // remove GLSL gamma texture
8097 case RENDERPATH_GL13:
8098 case RENDERPATH_GL11:
8103 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8104 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8110 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8111 if( scenetype != r_currentscenetype ) {
8112 // store the old scenetype
8113 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8114 r_currentscenetype = scenetype;
8115 // move in the new scene
8116 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8125 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8127 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8128 if( scenetype == r_currentscenetype ) {
8129 return &r_refdef.scene;
8131 return &r_scenes_store[ scenetype ];
8140 void R_RenderView(void)
8142 if (r_timereport_active)
8143 R_TimeReport("start");
8144 r_textureframe++; // used only by R_GetCurrentTexture
8145 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8147 if (!r_drawentities.integer)
8148 r_refdef.scene.numentities = 0;
8150 R_AnimCache_ClearCache();
8151 R_FrameData_NewFrame();
8153 if (r_refdef.view.isoverlay)
8155 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8156 GL_Clear( GL_DEPTH_BUFFER_BIT );
8157 R_TimeReport("depthclear");
8159 r_refdef.view.showdebug = false;
8161 r_waterstate.enabled = false;
8162 r_waterstate.numwaterplanes = 0;
8170 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8171 return; //Host_Error ("R_RenderView: NULL worldmodel");
8173 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8175 // break apart the view matrix into vectors for various purposes
8176 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8177 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8178 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8179 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8180 // make an inverted copy of the view matrix for tracking sprites
8181 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8183 R_Shadow_UpdateWorldLightSelection();
8185 R_Bloom_StartFrame();
8186 R_Water_StartFrame();
8189 if (r_timereport_active)
8190 R_TimeReport("viewsetup");
8192 R_ResetViewRendering3D();
8194 if (r_refdef.view.clear || r_refdef.fogenabled)
8196 R_ClearScreen(r_refdef.fogenabled);
8197 if (r_timereport_active)
8198 R_TimeReport("viewclear");
8200 r_refdef.view.clear = true;
8202 // this produces a bloom texture to be used in R_BlendView() later
8203 if (r_hdr.integer && r_bloomstate.bloomwidth)
8205 R_HDR_RenderBloomTexture();
8206 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8207 r_textureframe++; // used only by R_GetCurrentTexture
8210 r_refdef.view.showdebug = true;
8213 if (r_timereport_active)
8214 R_TimeReport("visibility");
8216 r_waterstate.numwaterplanes = 0;
8217 if (r_waterstate.enabled)
8218 R_RenderWaterPlanes();
8221 r_waterstate.numwaterplanes = 0;
8224 if (r_timereport_active)
8225 R_TimeReport("blendview");
8227 GL_Scissor(0, 0, vid.width, vid.height);
8228 GL_ScissorTest(false);
8232 void R_RenderWaterPlanes(void)
8234 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8236 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8237 if (r_timereport_active)
8238 R_TimeReport("waterworld");
8241 // don't let sound skip if going slow
8242 if (r_refdef.scene.extraupdate)
8245 R_DrawModelsAddWaterPlanes();
8246 if (r_timereport_active)
8247 R_TimeReport("watermodels");
8249 if (r_waterstate.numwaterplanes)
8251 R_Water_ProcessPlanes();
8252 if (r_timereport_active)
8253 R_TimeReport("waterscenes");
8257 extern void R_DrawLightningBeams (void);
8258 extern void VM_CL_AddPolygonsToMeshQueue (void);
8259 extern void R_DrawPortals (void);
8260 extern cvar_t cl_locs_show;
8261 static void R_DrawLocs(void);
8262 static void R_DrawEntityBBoxes(void);
8263 static void R_DrawModelDecals(void);
8264 extern void R_DrawModelShadows(void);
8265 extern void R_DrawModelShadowMaps(void);
8266 extern cvar_t cl_decals_newsystem;
8267 extern qboolean r_shadow_usingdeferredprepass;
8268 void R_RenderScene(void)
8270 qboolean shadowmapping = false;
8272 r_refdef.stats.renders++;
8276 // don't let sound skip if going slow
8277 if (r_refdef.scene.extraupdate)
8280 R_MeshQueue_BeginScene();
8284 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);
8286 if (cl.csqc_vidvars.drawworld)
8288 // don't let sound skip if going slow
8289 if (r_refdef.scene.extraupdate)
8292 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8294 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8295 if (r_timereport_active)
8296 R_TimeReport("worldsky");
8299 if (R_DrawBrushModelsSky() && r_timereport_active)
8300 R_TimeReport("bmodelsky");
8302 if (skyrendermasked && skyrenderlater)
8304 // we have to force off the water clipping plane while rendering sky
8308 if (r_timereport_active)
8309 R_TimeReport("sky");
8313 R_AnimCache_CacheVisibleEntities();
8314 if (r_timereport_active)
8315 R_TimeReport("animation");
8317 R_Shadow_PrepareLights();
8318 if (r_timereport_active)
8319 R_TimeReport("preparelights");
8321 if (R_Shadow_ShadowMappingEnabled())
8322 shadowmapping = true;
8324 if (r_shadow_usingdeferredprepass)
8325 R_Shadow_DrawPrepass();
8327 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8329 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8330 if (r_timereport_active)
8331 R_TimeReport("worlddepth");
8333 if (r_depthfirst.integer >= 2)
8335 R_DrawModelsDepth();
8336 if (r_timereport_active)
8337 R_TimeReport("modeldepth");
8340 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8342 R_DrawModelShadowMaps();
8343 R_ResetViewRendering3D();
8344 // don't let sound skip if going slow
8345 if (r_refdef.scene.extraupdate)
8349 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8351 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8352 if (r_timereport_active)
8353 R_TimeReport("world");
8356 // don't let sound skip if going slow
8357 if (r_refdef.scene.extraupdate)
8361 if (r_timereport_active)
8362 R_TimeReport("models");
8364 // don't let sound skip if going slow
8365 if (r_refdef.scene.extraupdate)
8368 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8370 R_DrawModelShadows();
8371 R_ResetViewRendering3D();
8372 // don't let sound skip if going slow
8373 if (r_refdef.scene.extraupdate)
8377 if (!r_shadow_usingdeferredprepass)
8379 R_Shadow_DrawLights();
8380 if (r_timereport_active)
8381 R_TimeReport("rtlights");
8384 // don't let sound skip if going slow
8385 if (r_refdef.scene.extraupdate)
8388 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8390 R_DrawModelShadows();
8391 R_ResetViewRendering3D();
8392 // don't let sound skip if going slow
8393 if (r_refdef.scene.extraupdate)
8397 if (cl.csqc_vidvars.drawworld)
8399 if (cl_decals_newsystem.integer)
8401 R_DrawModelDecals();
8402 if (r_timereport_active)
8403 R_TimeReport("modeldecals");
8408 if (r_timereport_active)
8409 R_TimeReport("decals");
8413 if (r_timereport_active)
8414 R_TimeReport("particles");
8417 if (r_timereport_active)
8418 R_TimeReport("explosions");
8420 R_DrawLightningBeams();
8421 if (r_timereport_active)
8422 R_TimeReport("lightning");
8425 VM_CL_AddPolygonsToMeshQueue();
8427 if (r_refdef.view.showdebug)
8429 if (cl_locs_show.integer)
8432 if (r_timereport_active)
8433 R_TimeReport("showlocs");
8436 if (r_drawportals.integer)
8439 if (r_timereport_active)
8440 R_TimeReport("portals");
8443 if (r_showbboxes.value > 0)
8445 R_DrawEntityBBoxes();
8446 if (r_timereport_active)
8447 R_TimeReport("bboxes");
8451 R_MeshQueue_RenderTransparent();
8452 if (r_timereport_active)
8453 R_TimeReport("drawtrans");
8455 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))
8457 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8458 if (r_timereport_active)
8459 R_TimeReport("worlddebug");
8460 R_DrawModelsDebug();
8461 if (r_timereport_active)
8462 R_TimeReport("modeldebug");
8465 if (cl.csqc_vidvars.drawworld)
8467 R_Shadow_DrawCoronas();
8468 if (r_timereport_active)
8469 R_TimeReport("coronas");
8472 // don't let sound skip if going slow
8473 if (r_refdef.scene.extraupdate)
8476 R_ResetViewRendering2D();
8479 static const unsigned short bboxelements[36] =
8489 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8492 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8494 RSurf_ActiveWorldEntity();
8496 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8497 GL_DepthMask(false);
8498 GL_DepthRange(0, 1);
8499 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8500 R_Mesh_ResetTextureState();
8502 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8503 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8504 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8505 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8506 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8507 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8508 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8509 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8510 R_FillColors(color4f, 8, cr, cg, cb, ca);
8511 if (r_refdef.fogenabled)
8513 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8515 f1 = RSurf_FogVertex(v);
8517 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8518 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8519 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8522 R_Mesh_VertexPointer(vertex3f, 0, 0);
8523 R_Mesh_ColorPointer(color4f, 0, 0);
8524 R_Mesh_ResetTextureState();
8525 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8526 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8529 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8533 prvm_edict_t *edict;
8534 prvm_prog_t *prog_save = prog;
8536 // this function draws bounding boxes of server entities
8540 GL_CullFace(GL_NONE);
8541 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8545 for (i = 0;i < numsurfaces;i++)
8547 edict = PRVM_EDICT_NUM(surfacelist[i]);
8548 switch ((int)edict->fields.server->solid)
8550 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8551 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8552 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8553 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8554 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8555 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8557 color[3] *= r_showbboxes.value;
8558 color[3] = bound(0, color[3], 1);
8559 GL_DepthTest(!r_showdisabledepthtest.integer);
8560 GL_CullFace(r_refdef.view.cullface_front);
8561 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8567 static void R_DrawEntityBBoxes(void)
8570 prvm_edict_t *edict;
8572 prvm_prog_t *prog_save = prog;
8574 // this function draws bounding boxes of server entities
8580 for (i = 0;i < prog->num_edicts;i++)
8582 edict = PRVM_EDICT_NUM(i);
8583 if (edict->priv.server->free)
8585 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8586 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8588 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8590 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8591 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8597 static const int nomodelelement3i[24] =
8609 static const unsigned short nomodelelement3s[24] =
8621 static const float nomodelvertex3f[6*3] =
8631 static const float nomodelcolor4f[6*4] =
8633 0.0f, 0.0f, 0.5f, 1.0f,
8634 0.0f, 0.0f, 0.5f, 1.0f,
8635 0.0f, 0.5f, 0.0f, 1.0f,
8636 0.0f, 0.5f, 0.0f, 1.0f,
8637 0.5f, 0.0f, 0.0f, 1.0f,
8638 0.5f, 0.0f, 0.0f, 1.0f
8641 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8647 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);
8649 // this is only called once per entity so numsurfaces is always 1, and
8650 // surfacelist is always {0}, so this code does not handle batches
8652 if (rsurface.ent_flags & RENDER_ADDITIVE)
8654 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8655 GL_DepthMask(false);
8657 else if (rsurface.colormod[3] < 1)
8659 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8660 GL_DepthMask(false);
8664 GL_BlendFunc(GL_ONE, GL_ZERO);
8667 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8668 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8669 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8670 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8671 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8672 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8673 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8674 R_Mesh_ColorPointer(color4f, 0, 0);
8675 for (i = 0, c = color4f;i < 6;i++, c += 4)
8677 c[0] *= rsurface.colormod[0];
8678 c[1] *= rsurface.colormod[1];
8679 c[2] *= rsurface.colormod[2];
8680 c[3] *= rsurface.colormod[3];
8682 if (r_refdef.fogenabled)
8684 for (i = 0, c = color4f;i < 6;i++, c += 4)
8686 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8688 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8689 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8690 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8693 R_Mesh_ResetTextureState();
8694 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8697 void R_DrawNoModel(entity_render_t *ent)
8700 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8701 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8702 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8704 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8707 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8709 vec3_t right1, right2, diff, normal;
8711 VectorSubtract (org2, org1, normal);
8713 // calculate 'right' vector for start
8714 VectorSubtract (r_refdef.view.origin, org1, diff);
8715 CrossProduct (normal, diff, right1);
8716 VectorNormalize (right1);
8718 // calculate 'right' vector for end
8719 VectorSubtract (r_refdef.view.origin, org2, diff);
8720 CrossProduct (normal, diff, right2);
8721 VectorNormalize (right2);
8723 vert[ 0] = org1[0] + width * right1[0];
8724 vert[ 1] = org1[1] + width * right1[1];
8725 vert[ 2] = org1[2] + width * right1[2];
8726 vert[ 3] = org1[0] - width * right1[0];
8727 vert[ 4] = org1[1] - width * right1[1];
8728 vert[ 5] = org1[2] - width * right1[2];
8729 vert[ 6] = org2[0] - width * right2[0];
8730 vert[ 7] = org2[1] - width * right2[1];
8731 vert[ 8] = org2[2] - width * right2[2];
8732 vert[ 9] = org2[0] + width * right2[0];
8733 vert[10] = org2[1] + width * right2[1];
8734 vert[11] = org2[2] + width * right2[2];
8737 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)
8739 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8740 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8741 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8742 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8743 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8744 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8745 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8746 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8747 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8748 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8749 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8750 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8753 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8758 VectorSet(v, x, y, z);
8759 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8760 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8762 if (i == mesh->numvertices)
8764 if (mesh->numvertices < mesh->maxvertices)
8766 VectorCopy(v, vertex3f);
8767 mesh->numvertices++;
8769 return mesh->numvertices;
8775 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8779 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8780 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8781 e = mesh->element3i + mesh->numtriangles * 3;
8782 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8784 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8785 if (mesh->numtriangles < mesh->maxtriangles)
8790 mesh->numtriangles++;
8792 element[1] = element[2];
8796 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8800 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8801 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8802 e = mesh->element3i + mesh->numtriangles * 3;
8803 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8805 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8806 if (mesh->numtriangles < mesh->maxtriangles)
8811 mesh->numtriangles++;
8813 element[1] = element[2];
8817 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8818 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8820 int planenum, planenum2;
8823 mplane_t *plane, *plane2;
8825 double temppoints[2][256*3];
8826 // figure out how large a bounding box we need to properly compute this brush
8828 for (w = 0;w < numplanes;w++)
8829 maxdist = max(maxdist, fabs(planes[w].dist));
8830 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8831 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8832 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8836 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8837 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8839 if (planenum2 == planenum)
8841 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);
8844 if (tempnumpoints < 3)
8846 // generate elements forming a triangle fan for this polygon
8847 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8851 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)
8853 texturelayer_t *layer;
8854 layer = t->currentlayers + t->currentnumlayers++;
8856 layer->depthmask = depthmask;
8857 layer->blendfunc1 = blendfunc1;
8858 layer->blendfunc2 = blendfunc2;
8859 layer->texture = texture;
8860 layer->texmatrix = *matrix;
8861 layer->color[0] = r;
8862 layer->color[1] = g;
8863 layer->color[2] = b;
8864 layer->color[3] = a;
8867 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8870 index = parms[2] + r_refdef.scene.time * parms[3];
8871 index -= floor(index);
8875 case Q3WAVEFUNC_NONE:
8876 case Q3WAVEFUNC_NOISE:
8877 case Q3WAVEFUNC_COUNT:
8880 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8881 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8882 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8883 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8884 case Q3WAVEFUNC_TRIANGLE:
8886 f = index - floor(index);
8897 return (float)(parms[0] + parms[1] * f);
8900 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8905 matrix4x4_t matrix, temp;
8906 switch(tcmod->tcmod)
8910 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8911 matrix = r_waterscrollmatrix;
8913 matrix = identitymatrix;
8915 case Q3TCMOD_ENTITYTRANSLATE:
8916 // this is used in Q3 to allow the gamecode to control texcoord
8917 // scrolling on the entity, which is not supported in darkplaces yet.
8918 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8920 case Q3TCMOD_ROTATE:
8921 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8922 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8923 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8926 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8928 case Q3TCMOD_SCROLL:
8929 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8931 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8932 w = (int) tcmod->parms[0];
8933 h = (int) tcmod->parms[1];
8934 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8936 idx = (int) floor(f * w * h);
8937 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8939 case Q3TCMOD_STRETCH:
8940 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8941 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8943 case Q3TCMOD_TRANSFORM:
8944 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8945 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8946 VectorSet(tcmat + 6, 0 , 0 , 1);
8947 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8948 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8950 case Q3TCMOD_TURBULENT:
8951 // this is handled in the RSurf_PrepareVertices function
8952 matrix = identitymatrix;
8956 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8959 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8961 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8962 char name[MAX_QPATH];
8963 skinframe_t *skinframe;
8964 unsigned char pixels[296*194];
8965 strlcpy(cache->name, skinname, sizeof(cache->name));
8966 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8967 if (developer_loading.integer)
8968 Con_Printf("loading %s\n", name);
8969 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8970 if (!skinframe || !skinframe->base)
8973 fs_offset_t filesize;
8975 f = FS_LoadFile(name, tempmempool, true, &filesize);
8978 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8979 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8983 cache->skinframe = skinframe;
8986 texture_t *R_GetCurrentTexture(texture_t *t)
8989 const entity_render_t *ent = rsurface.entity;
8990 dp_model_t *model = ent->model;
8991 q3shaderinfo_layer_tcmod_t *tcmod;
8993 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8994 return t->currentframe;
8995 t->update_lastrenderframe = r_textureframe;
8996 t->update_lastrenderentity = (void *)ent;
8998 // switch to an alternate material if this is a q1bsp animated material
9000 texture_t *texture = t;
9001 int s = rsurface.ent_skinnum;
9002 if ((unsigned int)s >= (unsigned int)model->numskins)
9004 if (model->skinscenes)
9006 if (model->skinscenes[s].framecount > 1)
9007 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9009 s = model->skinscenes[s].firstframe;
9012 t = t + s * model->num_surfaces;
9015 // use an alternate animation if the entity's frame is not 0,
9016 // and only if the texture has an alternate animation
9017 if (rsurface.ent_alttextures && t->anim_total[1])
9018 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9020 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9022 texture->currentframe = t;
9025 // update currentskinframe to be a qw skin or animation frame
9026 if (rsurface.ent_qwskin >= 0)
9028 i = rsurface.ent_qwskin;
9029 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9031 r_qwskincache_size = cl.maxclients;
9033 Mem_Free(r_qwskincache);
9034 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9036 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9037 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9038 t->currentskinframe = r_qwskincache[i].skinframe;
9039 if (t->currentskinframe == NULL)
9040 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9042 else if (t->numskinframes >= 2)
9043 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9044 if (t->backgroundnumskinframes >= 2)
9045 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9047 t->currentmaterialflags = t->basematerialflags;
9048 t->currentalpha = rsurface.colormod[3];
9049 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9050 t->currentalpha *= r_wateralpha.value;
9051 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9052 t->currentalpha *= t->r_water_wateralpha;
9053 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9054 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9055 if (!(rsurface.ent_flags & RENDER_LIGHT))
9056 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9057 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9059 // pick a model lighting mode
9060 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9061 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9063 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9065 if (rsurface.ent_flags & RENDER_ADDITIVE)
9066 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9067 else if (t->currentalpha < 1)
9068 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9069 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9070 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9071 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9072 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9073 if (t->backgroundnumskinframes)
9074 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9075 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9077 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9078 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9081 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9082 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9083 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9085 // there is no tcmod
9086 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9088 t->currenttexmatrix = r_waterscrollmatrix;
9089 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9091 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9093 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9094 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9097 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9098 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9099 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9100 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9102 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9103 if (t->currentskinframe->qpixels)
9104 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9105 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9106 if (!t->basetexture)
9107 t->basetexture = r_texture_notexture;
9108 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9109 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9110 t->nmaptexture = t->currentskinframe->nmap;
9111 if (!t->nmaptexture)
9112 t->nmaptexture = r_texture_blanknormalmap;
9113 t->glosstexture = r_texture_black;
9114 t->glowtexture = t->currentskinframe->glow;
9115 t->fogtexture = t->currentskinframe->fog;
9116 t->reflectmasktexture = t->currentskinframe->reflect;
9117 if (t->backgroundnumskinframes)
9119 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9120 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9121 t->backgroundglosstexture = r_texture_black;
9122 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9123 if (!t->backgroundnmaptexture)
9124 t->backgroundnmaptexture = r_texture_blanknormalmap;
9128 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9129 t->backgroundnmaptexture = r_texture_blanknormalmap;
9130 t->backgroundglosstexture = r_texture_black;
9131 t->backgroundglowtexture = NULL;
9133 t->specularpower = r_shadow_glossexponent.value;
9134 // TODO: store reference values for these in the texture?
9135 t->specularscale = 0;
9136 if (r_shadow_gloss.integer > 0)
9138 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9140 if (r_shadow_glossintensity.value > 0)
9142 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9143 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9144 t->specularscale = r_shadow_glossintensity.value;
9147 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9149 t->glosstexture = r_texture_white;
9150 t->backgroundglosstexture = r_texture_white;
9151 t->specularscale = r_shadow_gloss2intensity.value;
9152 t->specularpower = r_shadow_gloss2exponent.value;
9155 t->specularscale *= t->specularscalemod;
9156 t->specularpower *= t->specularpowermod;
9158 // lightmaps mode looks bad with dlights using actual texturing, so turn
9159 // off the colormap and glossmap, but leave the normalmap on as it still
9160 // accurately represents the shading involved
9161 if (gl_lightmaps.integer)
9163 t->basetexture = r_texture_grey128;
9164 t->pantstexture = r_texture_black;
9165 t->shirttexture = r_texture_black;
9166 t->nmaptexture = r_texture_blanknormalmap;
9167 t->glosstexture = r_texture_black;
9168 t->glowtexture = NULL;
9169 t->fogtexture = NULL;
9170 t->reflectmasktexture = NULL;
9171 t->backgroundbasetexture = NULL;
9172 t->backgroundnmaptexture = r_texture_blanknormalmap;
9173 t->backgroundglosstexture = r_texture_black;
9174 t->backgroundglowtexture = NULL;
9175 t->specularscale = 0;
9176 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9179 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9180 VectorClear(t->dlightcolor);
9181 t->currentnumlayers = 0;
9182 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9184 int blendfunc1, blendfunc2;
9186 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9188 blendfunc1 = GL_SRC_ALPHA;
9189 blendfunc2 = GL_ONE;
9191 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9193 blendfunc1 = GL_SRC_ALPHA;
9194 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9196 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9198 blendfunc1 = t->customblendfunc[0];
9199 blendfunc2 = t->customblendfunc[1];
9203 blendfunc1 = GL_ONE;
9204 blendfunc2 = GL_ZERO;
9206 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9207 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9209 // fullbright is not affected by r_refdef.lightmapintensity
9210 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]);
9211 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9212 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]);
9213 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9214 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]);
9218 vec3_t ambientcolor;
9220 // set the color tint used for lights affecting this surface
9221 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9223 // q3bsp has no lightmap updates, so the lightstylevalue that
9224 // would normally be baked into the lightmap must be
9225 // applied to the color
9226 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9227 if (model->type == mod_brushq3)
9228 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9229 colorscale *= r_refdef.lightmapintensity;
9230 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9231 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9232 // basic lit geometry
9233 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]);
9234 // add pants/shirt if needed
9235 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9236 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]);
9237 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9238 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]);
9239 // now add ambient passes if needed
9240 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9242 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]);
9243 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9244 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]);
9245 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9246 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]);
9249 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9250 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]);
9251 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9253 // if this is opaque use alpha blend which will darken the earlier
9256 // if this is an alpha blended material, all the earlier passes
9257 // were darkened by fog already, so we only need to add the fog
9258 // color ontop through the fog mask texture
9260 // if this is an additive blended material, all the earlier passes
9261 // were darkened by fog already, and we should not add fog color
9262 // (because the background was not darkened, there is no fog color
9263 // that was lost behind it).
9264 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]);
9268 return t->currentframe;
9271 rsurfacestate_t rsurface;
9273 void R_Mesh_ResizeArrays(int newvertices)
9276 if (rsurface.array_size >= newvertices)
9278 if (rsurface.array_modelvertex3f)
9279 Mem_Free(rsurface.array_modelvertex3f);
9280 rsurface.array_size = (newvertices + 1023) & ~1023;
9281 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9282 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9283 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9284 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9285 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9286 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9287 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9288 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9289 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9290 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9291 rsurface.array_color4f = base + rsurface.array_size * 27;
9292 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9295 void RSurf_ActiveWorldEntity(void)
9297 dp_model_t *model = r_refdef.scene.worldmodel;
9298 //if (rsurface.entity == r_refdef.scene.worldentity)
9300 rsurface.entity = r_refdef.scene.worldentity;
9301 rsurface.skeleton = NULL;
9302 rsurface.ent_skinnum = 0;
9303 rsurface.ent_qwskin = -1;
9304 rsurface.ent_shadertime = 0;
9305 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9306 if (rsurface.array_size < model->surfmesh.num_vertices)
9307 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9308 rsurface.matrix = identitymatrix;
9309 rsurface.inversematrix = identitymatrix;
9310 rsurface.matrixscale = 1;
9311 rsurface.inversematrixscale = 1;
9312 R_EntityMatrix(&identitymatrix);
9313 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9314 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9315 rsurface.fograngerecip = r_refdef.fograngerecip;
9316 rsurface.fogheightfade = r_refdef.fogheightfade;
9317 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9318 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9319 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9320 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9321 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9322 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9323 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9324 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9325 rsurface.colormod[3] = 1;
9326 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);
9327 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9328 rsurface.frameblend[0].lerp = 1;
9329 rsurface.ent_alttextures = false;
9330 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9331 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9332 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9333 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9334 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9335 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9336 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9337 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9338 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9339 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9340 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9341 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9342 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9343 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9344 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9345 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9346 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9347 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9348 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9349 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9350 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9351 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9352 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9353 rsurface.modelelement3i = model->surfmesh.data_element3i;
9354 rsurface.modelelement3s = model->surfmesh.data_element3s;
9355 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9356 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9357 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9358 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9359 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9360 rsurface.modelsurfaces = model->data_surfaces;
9361 rsurface.generatedvertex = false;
9362 rsurface.vertex3f = rsurface.modelvertex3f;
9363 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9364 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9365 rsurface.svector3f = rsurface.modelsvector3f;
9366 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9367 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9368 rsurface.tvector3f = rsurface.modeltvector3f;
9369 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9370 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9371 rsurface.normal3f = rsurface.modelnormal3f;
9372 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9373 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9374 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9377 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9379 dp_model_t *model = ent->model;
9380 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9382 rsurface.entity = (entity_render_t *)ent;
9383 rsurface.skeleton = ent->skeleton;
9384 rsurface.ent_skinnum = ent->skinnum;
9385 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;
9386 rsurface.ent_shadertime = ent->shadertime;
9387 rsurface.ent_flags = ent->flags;
9388 if (rsurface.array_size < model->surfmesh.num_vertices)
9389 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9390 rsurface.matrix = ent->matrix;
9391 rsurface.inversematrix = ent->inversematrix;
9392 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9393 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9394 R_EntityMatrix(&rsurface.matrix);
9395 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9396 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9397 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9398 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9399 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9400 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9401 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9402 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9403 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9404 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9405 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9406 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9407 rsurface.colormod[3] = ent->alpha;
9408 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9409 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9410 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9411 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9412 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9413 if (ent->model->brush.submodel && !prepass)
9415 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9416 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9418 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9420 if (ent->animcache_vertex3f && !r_framedata_failed)
9422 rsurface.modelvertex3f = ent->animcache_vertex3f;
9423 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9424 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9425 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9427 else if (wanttangents)
9429 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9430 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9431 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9432 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9433 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9435 else if (wantnormals)
9437 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9438 rsurface.modelsvector3f = NULL;
9439 rsurface.modeltvector3f = NULL;
9440 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9441 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9445 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9446 rsurface.modelsvector3f = NULL;
9447 rsurface.modeltvector3f = NULL;
9448 rsurface.modelnormal3f = NULL;
9449 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9451 rsurface.modelvertex3f_bufferobject = 0;
9452 rsurface.modelvertex3f_bufferoffset = 0;
9453 rsurface.modelsvector3f_bufferobject = 0;
9454 rsurface.modelsvector3f_bufferoffset = 0;
9455 rsurface.modeltvector3f_bufferobject = 0;
9456 rsurface.modeltvector3f_bufferoffset = 0;
9457 rsurface.modelnormal3f_bufferobject = 0;
9458 rsurface.modelnormal3f_bufferoffset = 0;
9459 rsurface.generatedvertex = true;
9463 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9464 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9465 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9466 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9467 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9468 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9469 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9470 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9471 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9472 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9473 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9474 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9475 rsurface.generatedvertex = false;
9477 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9478 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9479 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9480 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9481 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9482 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9483 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9484 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9485 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9486 rsurface.modelelement3i = model->surfmesh.data_element3i;
9487 rsurface.modelelement3s = model->surfmesh.data_element3s;
9488 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9489 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9490 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9491 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9492 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9493 rsurface.modelsurfaces = model->data_surfaces;
9494 rsurface.vertex3f = rsurface.modelvertex3f;
9495 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9496 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9497 rsurface.svector3f = rsurface.modelsvector3f;
9498 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9499 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9500 rsurface.tvector3f = rsurface.modeltvector3f;
9501 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9502 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9503 rsurface.normal3f = rsurface.modelnormal3f;
9504 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9505 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9506 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9509 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)
9511 rsurface.entity = r_refdef.scene.worldentity;
9512 rsurface.skeleton = NULL;
9513 rsurface.ent_skinnum = 0;
9514 rsurface.ent_qwskin = -1;
9515 rsurface.ent_shadertime = shadertime;
9516 rsurface.ent_flags = entflags;
9517 rsurface.modelnum_vertices = numvertices;
9518 rsurface.modelnum_triangles = numtriangles;
9519 if (rsurface.array_size < rsurface.modelnum_vertices)
9520 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9521 rsurface.matrix = *matrix;
9522 rsurface.inversematrix = *inversematrix;
9523 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9524 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9525 R_EntityMatrix(&rsurface.matrix);
9526 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9527 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9528 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9529 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9530 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9531 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9532 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9533 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9534 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9535 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9536 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9537 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9538 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);
9539 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9540 rsurface.frameblend[0].lerp = 1;
9541 rsurface.ent_alttextures = false;
9542 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9543 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9546 rsurface.modelvertex3f = vertex3f;
9547 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9548 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9549 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9551 else if (wantnormals)
9553 rsurface.modelvertex3f = vertex3f;
9554 rsurface.modelsvector3f = NULL;
9555 rsurface.modeltvector3f = NULL;
9556 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9560 rsurface.modelvertex3f = vertex3f;
9561 rsurface.modelsvector3f = NULL;
9562 rsurface.modeltvector3f = NULL;
9563 rsurface.modelnormal3f = NULL;
9565 rsurface.modelvertex3f_bufferobject = 0;
9566 rsurface.modelvertex3f_bufferoffset = 0;
9567 rsurface.modelsvector3f_bufferobject = 0;
9568 rsurface.modelsvector3f_bufferoffset = 0;
9569 rsurface.modeltvector3f_bufferobject = 0;
9570 rsurface.modeltvector3f_bufferoffset = 0;
9571 rsurface.modelnormal3f_bufferobject = 0;
9572 rsurface.modelnormal3f_bufferoffset = 0;
9573 rsurface.generatedvertex = true;
9574 rsurface.modellightmapcolor4f = color4f;
9575 rsurface.modellightmapcolor4f_bufferobject = 0;
9576 rsurface.modellightmapcolor4f_bufferoffset = 0;
9577 rsurface.modeltexcoordtexture2f = texcoord2f;
9578 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9579 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9580 rsurface.modeltexcoordlightmap2f = NULL;
9581 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9582 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9583 rsurface.modelelement3i = element3i;
9584 rsurface.modelelement3s = element3s;
9585 rsurface.modelelement3i_bufferobject = 0;
9586 rsurface.modelelement3s_bufferobject = 0;
9587 rsurface.modellightmapoffsets = NULL;
9588 rsurface.modelsurfaces = NULL;
9589 rsurface.vertex3f = rsurface.modelvertex3f;
9590 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9591 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9592 rsurface.svector3f = rsurface.modelsvector3f;
9593 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9594 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9595 rsurface.tvector3f = rsurface.modeltvector3f;
9596 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9597 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9598 rsurface.normal3f = rsurface.modelnormal3f;
9599 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9600 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9601 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9603 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9605 if ((wantnormals || wanttangents) && !normal3f)
9606 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9607 if (wanttangents && !svector3f)
9608 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);
9612 float RSurf_FogPoint(const float *v)
9614 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9615 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9616 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9617 float FogHeightFade = r_refdef.fogheightfade;
9619 unsigned int fogmasktableindex;
9620 if (r_refdef.fogplaneviewabove)
9621 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9623 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9624 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9625 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9628 float RSurf_FogVertex(const float *v)
9630 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9631 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9632 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9633 float FogHeightFade = rsurface.fogheightfade;
9635 unsigned int fogmasktableindex;
9636 if (r_refdef.fogplaneviewabove)
9637 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9639 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9640 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9641 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9644 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9645 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9648 int texturesurfaceindex;
9653 const float *v1, *in_tc;
9655 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9657 q3shaderinfo_deform_t *deform;
9658 // 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
9659 if (rsurface.generatedvertex)
9661 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9662 generatenormals = true;
9663 for (i = 0;i < Q3MAXDEFORMS;i++)
9665 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9667 generatetangents = true;
9668 generatenormals = true;
9670 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9671 generatenormals = true;
9673 if (generatenormals && !rsurface.modelnormal3f)
9675 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9676 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9677 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9678 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9680 if (generatetangents && !rsurface.modelsvector3f)
9682 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9683 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9684 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9685 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9686 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9687 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9688 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9691 rsurface.vertex3f = rsurface.modelvertex3f;
9692 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9693 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9694 rsurface.svector3f = rsurface.modelsvector3f;
9695 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9696 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9697 rsurface.tvector3f = rsurface.modeltvector3f;
9698 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9699 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9700 rsurface.normal3f = rsurface.modelnormal3f;
9701 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9702 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9703 // if vertices are deformed (sprite flares and things in maps, possibly
9704 // water waves, bulges and other deformations), generate them into
9705 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9706 // (may be static model data or generated data for an animated model, or
9707 // the previous deform pass)
9708 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9710 switch (deform->deform)
9713 case Q3DEFORM_PROJECTIONSHADOW:
9714 case Q3DEFORM_TEXT0:
9715 case Q3DEFORM_TEXT1:
9716 case Q3DEFORM_TEXT2:
9717 case Q3DEFORM_TEXT3:
9718 case Q3DEFORM_TEXT4:
9719 case Q3DEFORM_TEXT5:
9720 case Q3DEFORM_TEXT6:
9721 case Q3DEFORM_TEXT7:
9724 case Q3DEFORM_AUTOSPRITE:
9725 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9726 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9727 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9728 VectorNormalize(newforward);
9729 VectorNormalize(newright);
9730 VectorNormalize(newup);
9731 // make deformed versions of only the model vertices used by the specified surfaces
9732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9735 // a single autosprite surface can contain multiple sprites...
9736 for (j = 0;j < surface->num_vertices - 3;j += 4)
9738 VectorClear(center);
9739 for (i = 0;i < 4;i++)
9740 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9741 VectorScale(center, 0.25f, center);
9742 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9743 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9744 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9745 for (i = 0;i < 4;i++)
9747 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9748 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9751 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);
9752 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);
9754 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9755 rsurface.vertex3f_bufferobject = 0;
9756 rsurface.vertex3f_bufferoffset = 0;
9757 rsurface.svector3f = rsurface.array_deformedsvector3f;
9758 rsurface.svector3f_bufferobject = 0;
9759 rsurface.svector3f_bufferoffset = 0;
9760 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9761 rsurface.tvector3f_bufferobject = 0;
9762 rsurface.tvector3f_bufferoffset = 0;
9763 rsurface.normal3f = rsurface.array_deformednormal3f;
9764 rsurface.normal3f_bufferobject = 0;
9765 rsurface.normal3f_bufferoffset = 0;
9767 case Q3DEFORM_AUTOSPRITE2:
9768 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9769 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9770 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9771 VectorNormalize(newforward);
9772 VectorNormalize(newright);
9773 VectorNormalize(newup);
9774 // make deformed versions of only the model vertices used by the specified surfaces
9775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9778 const float *v1, *v2;
9788 memset(shortest, 0, sizeof(shortest));
9789 // a single autosprite surface can contain multiple sprites...
9790 for (j = 0;j < surface->num_vertices - 3;j += 4)
9792 VectorClear(center);
9793 for (i = 0;i < 4;i++)
9794 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9795 VectorScale(center, 0.25f, center);
9796 // find the two shortest edges, then use them to define the
9797 // axis vectors for rotating around the central axis
9798 for (i = 0;i < 6;i++)
9800 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9801 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9803 Debug_PolygonBegin(NULL, 0);
9804 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9805 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);
9806 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9809 l = VectorDistance2(v1, v2);
9810 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9812 l += (1.0f / 1024.0f);
9813 if (shortest[0].length2 > l || i == 0)
9815 shortest[1] = shortest[0];
9816 shortest[0].length2 = l;
9817 shortest[0].v1 = v1;
9818 shortest[0].v2 = v2;
9820 else if (shortest[1].length2 > l || i == 1)
9822 shortest[1].length2 = l;
9823 shortest[1].v1 = v1;
9824 shortest[1].v2 = v2;
9827 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9828 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9830 Debug_PolygonBegin(NULL, 0);
9831 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9832 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);
9833 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9836 // this calculates the right vector from the shortest edge
9837 // and the up vector from the edge midpoints
9838 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9839 VectorNormalize(right);
9840 VectorSubtract(end, start, up);
9841 VectorNormalize(up);
9842 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9843 VectorSubtract(rsurface.localvieworigin, center, forward);
9844 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9845 VectorNegate(forward, forward);
9846 VectorReflect(forward, 0, up, forward);
9847 VectorNormalize(forward);
9848 CrossProduct(up, forward, newright);
9849 VectorNormalize(newright);
9851 Debug_PolygonBegin(NULL, 0);
9852 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);
9853 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9854 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9858 Debug_PolygonBegin(NULL, 0);
9859 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9860 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9861 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9864 // rotate the quad around the up axis vector, this is made
9865 // especially easy by the fact we know the quad is flat,
9866 // so we only have to subtract the center position and
9867 // measure distance along the right vector, and then
9868 // multiply that by the newright vector and add back the
9870 // we also need to subtract the old position to undo the
9871 // displacement from the center, which we do with a
9872 // DotProduct, the subtraction/addition of center is also
9873 // optimized into DotProducts here
9874 l = DotProduct(right, center);
9875 for (i = 0;i < 4;i++)
9877 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9878 f = DotProduct(right, v1) - l;
9879 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9882 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);
9883 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);
9885 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9886 rsurface.vertex3f_bufferobject = 0;
9887 rsurface.vertex3f_bufferoffset = 0;
9888 rsurface.svector3f = rsurface.array_deformedsvector3f;
9889 rsurface.svector3f_bufferobject = 0;
9890 rsurface.svector3f_bufferoffset = 0;
9891 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9892 rsurface.tvector3f_bufferobject = 0;
9893 rsurface.tvector3f_bufferoffset = 0;
9894 rsurface.normal3f = rsurface.array_deformednormal3f;
9895 rsurface.normal3f_bufferobject = 0;
9896 rsurface.normal3f_bufferoffset = 0;
9898 case Q3DEFORM_NORMAL:
9899 // deform the normals to make reflections wavey
9900 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9902 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9903 for (j = 0;j < surface->num_vertices;j++)
9906 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9907 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9908 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9909 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9910 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9911 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9912 VectorNormalize(normal);
9914 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);
9916 rsurface.svector3f = rsurface.array_deformedsvector3f;
9917 rsurface.svector3f_bufferobject = 0;
9918 rsurface.svector3f_bufferoffset = 0;
9919 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9920 rsurface.tvector3f_bufferobject = 0;
9921 rsurface.tvector3f_bufferoffset = 0;
9922 rsurface.normal3f = rsurface.array_deformednormal3f;
9923 rsurface.normal3f_bufferobject = 0;
9924 rsurface.normal3f_bufferoffset = 0;
9927 // deform vertex array to make wavey water and flags and such
9928 waveparms[0] = deform->waveparms[0];
9929 waveparms[1] = deform->waveparms[1];
9930 waveparms[2] = deform->waveparms[2];
9931 waveparms[3] = deform->waveparms[3];
9932 // this is how a divisor of vertex influence on deformation
9933 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9934 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9935 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9937 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9938 for (j = 0;j < surface->num_vertices;j++)
9940 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9941 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9942 // if the wavefunc depends on time, evaluate it per-vertex
9945 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9946 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9948 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9951 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9952 rsurface.vertex3f_bufferobject = 0;
9953 rsurface.vertex3f_bufferoffset = 0;
9955 case Q3DEFORM_BULGE:
9956 // deform vertex array to make the surface have moving bulges
9957 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9959 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9960 for (j = 0;j < surface->num_vertices;j++)
9962 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9963 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9966 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9967 rsurface.vertex3f_bufferobject = 0;
9968 rsurface.vertex3f_bufferoffset = 0;
9971 // deform vertex array
9972 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9973 VectorScale(deform->parms, scale, waveparms);
9974 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9976 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9977 for (j = 0;j < surface->num_vertices;j++)
9978 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9980 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9981 rsurface.vertex3f_bufferobject = 0;
9982 rsurface.vertex3f_bufferoffset = 0;
9986 // generate texcoords based on the chosen texcoord source
9987 switch(rsurface.texture->tcgen.tcgen)
9990 case Q3TCGEN_TEXTURE:
9991 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9992 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9993 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9995 case Q3TCGEN_LIGHTMAP:
9996 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9997 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9998 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10000 case Q3TCGEN_VECTOR:
10001 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10003 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10004 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)
10006 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10007 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10010 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10011 rsurface.texcoordtexture2f_bufferobject = 0;
10012 rsurface.texcoordtexture2f_bufferoffset = 0;
10014 case Q3TCGEN_ENVIRONMENT:
10015 // make environment reflections using a spheremap
10016 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10018 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10019 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10020 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10021 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10022 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10024 // identical to Q3A's method, but executed in worldspace so
10025 // carried models can be shiny too
10027 float viewer[3], d, reflected[3], worldreflected[3];
10029 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10030 // VectorNormalize(viewer);
10032 d = DotProduct(normal, viewer);
10034 reflected[0] = normal[0]*2*d - viewer[0];
10035 reflected[1] = normal[1]*2*d - viewer[1];
10036 reflected[2] = normal[2]*2*d - viewer[2];
10037 // note: this is proportinal to viewer, so we can normalize later
10039 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10040 VectorNormalize(worldreflected);
10042 // note: this sphere map only uses world x and z!
10043 // so positive and negative y will LOOK THE SAME.
10044 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10045 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10048 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10049 rsurface.texcoordtexture2f_bufferobject = 0;
10050 rsurface.texcoordtexture2f_bufferoffset = 0;
10053 // the only tcmod that needs software vertex processing is turbulent, so
10054 // check for it here and apply the changes if needed
10055 // and we only support that as the first one
10056 // (handling a mixture of turbulent and other tcmods would be problematic
10057 // without punting it entirely to a software path)
10058 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10060 amplitude = rsurface.texture->tcmods[0].parms[1];
10061 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10062 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10064 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10065 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)
10067 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10068 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10071 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10072 rsurface.texcoordtexture2f_bufferobject = 0;
10073 rsurface.texcoordtexture2f_bufferoffset = 0;
10075 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10076 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10077 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10078 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10081 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10084 const msurface_t *surface = texturesurfacelist[0];
10085 const msurface_t *surface2;
10090 // TODO: lock all array ranges before render, rather than on each surface
10091 if (texturenumsurfaces == 1)
10092 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);
10093 else if (r_batchmode.integer == 2)
10095 #define MAXBATCHTRIANGLES 4096
10096 int batchtriangles = 0;
10097 static int batchelements[MAXBATCHTRIANGLES*3];
10098 for (i = 0;i < texturenumsurfaces;i = j)
10100 surface = texturesurfacelist[i];
10102 if (surface->num_triangles > MAXBATCHTRIANGLES)
10104 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);
10107 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10108 batchtriangles = surface->num_triangles;
10109 firstvertex = surface->num_firstvertex;
10110 endvertex = surface->num_firstvertex + surface->num_vertices;
10111 for (;j < texturenumsurfaces;j++)
10113 surface2 = texturesurfacelist[j];
10114 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10116 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10117 batchtriangles += surface2->num_triangles;
10118 firstvertex = min(firstvertex, surface2->num_firstvertex);
10119 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10121 surface2 = texturesurfacelist[j-1];
10122 numvertices = endvertex - firstvertex;
10123 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10126 else if (r_batchmode.integer == 1)
10128 for (i = 0;i < texturenumsurfaces;i = j)
10130 surface = texturesurfacelist[i];
10131 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10132 if (texturesurfacelist[j] != surface2)
10134 surface2 = texturesurfacelist[j-1];
10135 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10136 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10137 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10142 for (i = 0;i < texturenumsurfaces;i++)
10144 surface = texturesurfacelist[i];
10145 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);
10150 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10152 switch(vid.renderpath)
10154 case RENDERPATH_CGGL:
10156 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10157 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10160 case RENDERPATH_GL20:
10161 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10162 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10164 case RENDERPATH_GL13:
10165 case RENDERPATH_GL11:
10166 R_Mesh_TexBind(0, surface->lightmaptexture);
10171 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10173 // pick the closest matching water plane and bind textures
10174 int planeindex, vertexindex;
10178 r_waterstate_waterplane_t *p, *bestp;
10181 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10184 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10186 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10187 d += fabs(PlaneDiff(vert, &p->plane));
10189 if (bestd > d || !bestp)
10195 switch(vid.renderpath)
10197 case RENDERPATH_CGGL:
10199 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10200 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10203 case RENDERPATH_GL20:
10204 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10205 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10207 case RENDERPATH_GL13:
10208 case RENDERPATH_GL11:
10213 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10216 const msurface_t *surface;
10217 if (r_waterstate.renderingscene)
10219 for (i = 0;i < texturenumsurfaces;i++)
10221 surface = texturesurfacelist[i];
10222 RSurf_BindLightmapForSurface(surface);
10223 RSurf_BindReflectionForSurface(surface);
10224 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10228 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10232 const msurface_t *surface = texturesurfacelist[0];
10233 const msurface_t *surface2;
10238 if (texturenumsurfaces == 1)
10240 RSurf_BindLightmapForSurface(surface);
10241 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);
10243 else if (r_batchmode.integer == 2)
10245 #define MAXBATCHTRIANGLES 4096
10246 int batchtriangles = 0;
10247 static int batchelements[MAXBATCHTRIANGLES*3];
10248 for (i = 0;i < texturenumsurfaces;i = j)
10250 surface = texturesurfacelist[i];
10251 RSurf_BindLightmapForSurface(surface);
10253 if (surface->num_triangles > MAXBATCHTRIANGLES)
10255 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);
10258 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10259 batchtriangles = surface->num_triangles;
10260 firstvertex = surface->num_firstvertex;
10261 endvertex = surface->num_firstvertex + surface->num_vertices;
10262 for (;j < texturenumsurfaces;j++)
10264 surface2 = texturesurfacelist[j];
10265 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10267 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10268 batchtriangles += surface2->num_triangles;
10269 firstvertex = min(firstvertex, surface2->num_firstvertex);
10270 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10272 surface2 = texturesurfacelist[j-1];
10273 numvertices = endvertex - firstvertex;
10274 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10277 else if (r_batchmode.integer == 1)
10280 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10281 for (i = 0;i < texturenumsurfaces;i = j)
10283 surface = texturesurfacelist[i];
10284 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10285 if (texturesurfacelist[j] != surface2)
10287 Con_Printf(" %i", j - i);
10290 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10292 for (i = 0;i < texturenumsurfaces;i = j)
10294 surface = texturesurfacelist[i];
10295 RSurf_BindLightmapForSurface(surface);
10296 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10297 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10300 Con_Printf(" %i", j - i);
10302 surface2 = texturesurfacelist[j-1];
10303 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10304 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10305 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10313 for (i = 0;i < texturenumsurfaces;i++)
10315 surface = texturesurfacelist[i];
10316 RSurf_BindLightmapForSurface(surface);
10317 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10322 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10325 int texturesurfaceindex;
10326 if (r_showsurfaces.integer == 2)
10328 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10330 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10331 for (j = 0;j < surface->num_triangles;j++)
10333 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10334 GL_Color(f, f, f, 1);
10335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10341 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10343 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10344 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10345 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);
10346 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);
10351 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10353 int texturesurfaceindex;
10357 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10359 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10360 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)
10368 rsurface.lightmapcolor4f = rsurface.array_color4f;
10369 rsurface.lightmapcolor4f_bufferobject = 0;
10370 rsurface.lightmapcolor4f_bufferoffset = 0;
10373 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10375 int texturesurfaceindex;
10381 if (rsurface.lightmapcolor4f)
10383 // generate color arrays for the surfaces in this list
10384 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10386 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10387 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)
10389 f = RSurf_FogVertex(v);
10399 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10401 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402 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)
10404 f = RSurf_FogVertex(v);
10412 rsurface.lightmapcolor4f = rsurface.array_color4f;
10413 rsurface.lightmapcolor4f_bufferobject = 0;
10414 rsurface.lightmapcolor4f_bufferoffset = 0;
10417 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10419 int texturesurfaceindex;
10425 if (!rsurface.lightmapcolor4f)
10427 // generate color arrays for the surfaces in this list
10428 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10430 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10431 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)
10433 f = RSurf_FogVertex(v);
10434 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10435 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10436 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10440 rsurface.lightmapcolor4f = rsurface.array_color4f;
10441 rsurface.lightmapcolor4f_bufferobject = 0;
10442 rsurface.lightmapcolor4f_bufferoffset = 0;
10445 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10447 int texturesurfaceindex;
10451 if (!rsurface.lightmapcolor4f)
10453 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10455 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10456 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)
10464 rsurface.lightmapcolor4f = rsurface.array_color4f;
10465 rsurface.lightmapcolor4f_bufferobject = 0;
10466 rsurface.lightmapcolor4f_bufferoffset = 0;
10469 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10471 int texturesurfaceindex;
10475 if (!rsurface.lightmapcolor4f)
10477 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10479 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10480 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)
10482 c2[0] = c[0] + r_refdef.scene.ambient;
10483 c2[1] = c[1] + r_refdef.scene.ambient;
10484 c2[2] = c[2] + r_refdef.scene.ambient;
10488 rsurface.lightmapcolor4f = rsurface.array_color4f;
10489 rsurface.lightmapcolor4f_bufferobject = 0;
10490 rsurface.lightmapcolor4f_bufferoffset = 0;
10493 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10496 rsurface.lightmapcolor4f = NULL;
10497 rsurface.lightmapcolor4f_bufferobject = 0;
10498 rsurface.lightmapcolor4f_bufferoffset = 0;
10499 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10500 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10501 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10502 GL_Color(r, g, b, a);
10503 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10506 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10508 // TODO: optimize applyfog && applycolor case
10509 // just apply fog if necessary, and tint the fog color array if necessary
10510 rsurface.lightmapcolor4f = NULL;
10511 rsurface.lightmapcolor4f_bufferobject = 0;
10512 rsurface.lightmapcolor4f_bufferoffset = 0;
10513 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10514 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10515 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10516 GL_Color(r, g, b, a);
10517 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10520 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10522 int texturesurfaceindex;
10526 if (texturesurfacelist[0]->lightmapinfo)
10528 // generate color arrays for the surfaces in this list
10529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10531 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10532 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10534 if (surface->lightmapinfo->samples)
10536 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10537 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10538 VectorScale(lm, scale, c);
10539 if (surface->lightmapinfo->styles[1] != 255)
10541 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10543 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10544 VectorMA(c, scale, lm, c);
10545 if (surface->lightmapinfo->styles[2] != 255)
10548 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10549 VectorMA(c, scale, lm, c);
10550 if (surface->lightmapinfo->styles[3] != 255)
10553 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10554 VectorMA(c, scale, lm, c);
10564 rsurface.lightmapcolor4f = rsurface.array_color4f;
10565 rsurface.lightmapcolor4f_bufferobject = 0;
10566 rsurface.lightmapcolor4f_bufferoffset = 0;
10570 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10571 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10572 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10574 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10575 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10576 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10577 GL_Color(r, g, b, a);
10578 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10581 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10583 int texturesurfaceindex;
10590 vec3_t ambientcolor;
10591 vec3_t diffusecolor;
10595 VectorCopy(rsurface.modellight_lightdir, lightdir);
10596 f = 0.5f * r_refdef.lightmapintensity;
10597 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10598 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10599 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10600 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10601 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10602 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10604 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10606 // generate color arrays for the surfaces in this list
10607 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10609 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10610 int numverts = surface->num_vertices;
10611 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10612 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10613 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10614 // q3-style directional shading
10615 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10617 if ((f = DotProduct(n, lightdir)) > 0)
10618 VectorMA(ambientcolor, f, diffusecolor, c);
10620 VectorCopy(ambientcolor, c);
10628 rsurface.lightmapcolor4f = rsurface.array_color4f;
10629 rsurface.lightmapcolor4f_bufferobject = 0;
10630 rsurface.lightmapcolor4f_bufferoffset = 0;
10631 *applycolor = false;
10635 *r = ambientcolor[0];
10636 *g = ambientcolor[1];
10637 *b = ambientcolor[2];
10638 rsurface.lightmapcolor4f = NULL;
10639 rsurface.lightmapcolor4f_bufferobject = 0;
10640 rsurface.lightmapcolor4f_bufferoffset = 0;
10644 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10646 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10647 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10648 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10649 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10650 GL_Color(r, g, b, a);
10651 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10654 void RSurf_SetupDepthAndCulling(void)
10656 // submodels are biased to avoid z-fighting with world surfaces that they
10657 // may be exactly overlapping (avoids z-fighting artifacts on certain
10658 // doors and things in Quake maps)
10659 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10660 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10661 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10662 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10665 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10667 // transparent sky would be ridiculous
10668 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10670 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10671 skyrenderlater = true;
10672 RSurf_SetupDepthAndCulling();
10673 GL_DepthMask(true);
10674 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10675 // skymasking on them, and Quake3 never did sky masking (unlike
10676 // software Quake and software Quake2), so disable the sky masking
10677 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10678 // and skymasking also looks very bad when noclipping outside the
10679 // level, so don't use it then either.
10680 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10682 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10683 R_Mesh_ColorPointer(NULL, 0, 0);
10684 R_Mesh_ResetTextureState();
10685 if (skyrendermasked)
10687 R_SetupShader_DepthOrShadow();
10688 // depth-only (masking)
10689 GL_ColorMask(0,0,0,0);
10690 // just to make sure that braindead drivers don't draw
10691 // anything despite that colormask...
10692 GL_BlendFunc(GL_ZERO, GL_ONE);
10696 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10698 GL_BlendFunc(GL_ONE, GL_ZERO);
10700 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10701 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10702 if (skyrendermasked)
10703 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10705 R_Mesh_ResetTextureState();
10706 GL_Color(1, 1, 1, 1);
10709 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10710 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10711 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10713 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10715 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10718 // render screenspace normalmap to texture
10719 GL_DepthMask(true);
10720 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10721 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10723 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10725 // render water or distortion background, then blend surface on top
10726 GL_DepthMask(true);
10727 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10728 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10729 GL_DepthMask(false);
10730 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10731 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10732 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10734 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10738 // render surface normally
10739 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10740 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10742 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10743 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10744 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10746 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10750 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10752 // OpenGL 1.3 path - anything not completely ancient
10753 int texturesurfaceindex;
10754 qboolean applycolor;
10757 const texturelayer_t *layer;
10758 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10760 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10763 int layertexrgbscale;
10764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10766 if (layerindex == 0)
10767 GL_AlphaTest(true);
10770 GL_AlphaTest(false);
10771 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10774 GL_DepthMask(layer->depthmask && writedepth);
10775 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10776 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10778 layertexrgbscale = 4;
10779 VectorScale(layer->color, 0.25f, layercolor);
10781 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10783 layertexrgbscale = 2;
10784 VectorScale(layer->color, 0.5f, layercolor);
10788 layertexrgbscale = 1;
10789 VectorScale(layer->color, 1.0f, layercolor);
10791 layercolor[3] = layer->color[3];
10792 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10793 R_Mesh_ColorPointer(NULL, 0, 0);
10794 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10795 switch (layer->type)
10797 case TEXTURELAYERTYPE_LITTEXTURE:
10798 // single-pass lightmapped texture with 2x rgbscale
10799 R_Mesh_TexBind(0, r_texture_white);
10800 R_Mesh_TexMatrix(0, NULL);
10801 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10802 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10803 R_Mesh_TexBind(1, layer->texture);
10804 R_Mesh_TexMatrix(1, &layer->texmatrix);
10805 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10806 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10808 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10809 else if (rsurface.uselightmaptexture)
10810 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10812 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10814 case TEXTURELAYERTYPE_TEXTURE:
10815 // singletexture unlit texture with transparency support
10816 R_Mesh_TexBind(0, layer->texture);
10817 R_Mesh_TexMatrix(0, &layer->texmatrix);
10818 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10819 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10820 R_Mesh_TexBind(1, 0);
10821 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10822 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10824 case TEXTURELAYERTYPE_FOG:
10825 // singletexture fogging
10826 if (layer->texture)
10828 R_Mesh_TexBind(0, layer->texture);
10829 R_Mesh_TexMatrix(0, &layer->texmatrix);
10830 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10831 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10835 R_Mesh_TexBind(0, 0);
10836 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10838 R_Mesh_TexBind(1, 0);
10839 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10840 // generate a color array for the fog pass
10841 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10842 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10848 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10849 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)
10851 f = 1 - RSurf_FogVertex(v);
10852 c[0] = layercolor[0];
10853 c[1] = layercolor[1];
10854 c[2] = layercolor[2];
10855 c[3] = f * layercolor[3];
10858 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10861 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10865 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10867 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10868 GL_AlphaTest(false);
10872 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10874 // OpenGL 1.1 - crusty old voodoo path
10875 int texturesurfaceindex;
10878 const texturelayer_t *layer;
10879 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10881 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10885 if (layerindex == 0)
10886 GL_AlphaTest(true);
10889 GL_AlphaTest(false);
10890 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10893 GL_DepthMask(layer->depthmask && writedepth);
10894 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10895 R_Mesh_ColorPointer(NULL, 0, 0);
10896 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10897 switch (layer->type)
10899 case TEXTURELAYERTYPE_LITTEXTURE:
10900 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10902 // two-pass lit texture with 2x rgbscale
10903 // first the lightmap pass
10904 R_Mesh_TexBind(0, r_texture_white);
10905 R_Mesh_TexMatrix(0, NULL);
10906 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10908 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10909 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10910 else if (rsurface.uselightmaptexture)
10911 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10913 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10914 // then apply the texture to it
10915 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10916 R_Mesh_TexBind(0, layer->texture);
10917 R_Mesh_TexMatrix(0, &layer->texmatrix);
10918 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10919 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10920 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);
10924 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10925 R_Mesh_TexBind(0, layer->texture);
10926 R_Mesh_TexMatrix(0, &layer->texmatrix);
10927 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10928 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10929 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10930 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);
10932 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);
10935 case TEXTURELAYERTYPE_TEXTURE:
10936 // singletexture unlit texture with transparency support
10937 R_Mesh_TexBind(0, layer->texture);
10938 R_Mesh_TexMatrix(0, &layer->texmatrix);
10939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10941 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);
10943 case TEXTURELAYERTYPE_FOG:
10944 // singletexture fogging
10945 if (layer->texture)
10947 R_Mesh_TexBind(0, layer->texture);
10948 R_Mesh_TexMatrix(0, &layer->texmatrix);
10949 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10950 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10954 R_Mesh_TexBind(0, 0);
10955 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10957 // generate a color array for the fog pass
10958 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10959 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10965 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10966 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)
10968 f = 1 - RSurf_FogVertex(v);
10969 c[0] = layer->color[0];
10970 c[1] = layer->color[1];
10971 c[2] = layer->color[2];
10972 c[3] = f * layer->color[3];
10975 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10978 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10982 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10984 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10985 GL_AlphaTest(false);
10989 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10993 GL_AlphaTest(false);
10994 R_Mesh_ColorPointer(NULL, 0, 0);
10995 R_Mesh_ResetTextureState();
10996 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10998 if(rsurface.texture && rsurface.texture->currentskinframe)
11000 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11001 c[3] *= rsurface.texture->currentalpha;
11011 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11013 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11014 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11015 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11018 // brighten it up (as texture value 127 means "unlit")
11019 c[0] *= 2 * r_refdef.view.colorscale;
11020 c[1] *= 2 * r_refdef.view.colorscale;
11021 c[2] *= 2 * r_refdef.view.colorscale;
11023 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11024 c[3] *= r_wateralpha.value;
11026 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11029 GL_DepthMask(false);
11031 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11033 GL_BlendFunc(GL_ONE, GL_ONE);
11034 GL_DepthMask(false);
11036 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11038 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11039 GL_DepthMask(false);
11041 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11043 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11044 GL_DepthMask(false);
11048 GL_BlendFunc(GL_ONE, GL_ZERO);
11049 GL_DepthMask(writedepth);
11052 rsurface.lightmapcolor4f = NULL;
11054 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11056 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11058 rsurface.lightmapcolor4f = NULL;
11059 rsurface.lightmapcolor4f_bufferobject = 0;
11060 rsurface.lightmapcolor4f_bufferoffset = 0;
11062 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11064 qboolean applycolor = true;
11067 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11069 r_refdef.lightmapintensity = 1;
11070 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11071 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11075 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11077 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11078 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11079 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11082 if(!rsurface.lightmapcolor4f)
11083 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11085 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11086 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11087 if(r_refdef.fogenabled)
11088 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11090 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11091 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11094 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11097 RSurf_SetupDepthAndCulling();
11098 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11100 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11103 switch (vid.renderpath)
11105 case RENDERPATH_GL20:
11106 case RENDERPATH_CGGL:
11107 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11109 case RENDERPATH_GL13:
11110 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11112 case RENDERPATH_GL11:
11113 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11119 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11122 RSurf_SetupDepthAndCulling();
11123 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11125 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11128 switch (vid.renderpath)
11130 case RENDERPATH_GL20:
11131 case RENDERPATH_CGGL:
11132 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11134 case RENDERPATH_GL13:
11135 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11137 case RENDERPATH_GL11:
11138 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11144 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11147 int texturenumsurfaces, endsurface;
11148 texture_t *texture;
11149 const msurface_t *surface;
11150 const msurface_t *texturesurfacelist[256];
11152 // if the model is static it doesn't matter what value we give for
11153 // wantnormals and wanttangents, so this logic uses only rules applicable
11154 // to a model, knowing that they are meaningless otherwise
11155 if (ent == r_refdef.scene.worldentity)
11156 RSurf_ActiveWorldEntity();
11157 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11158 RSurf_ActiveModelEntity(ent, false, false, false);
11161 switch (vid.renderpath)
11163 case RENDERPATH_GL20:
11164 case RENDERPATH_CGGL:
11165 RSurf_ActiveModelEntity(ent, true, true, false);
11167 case RENDERPATH_GL13:
11168 case RENDERPATH_GL11:
11169 RSurf_ActiveModelEntity(ent, true, false, false);
11174 if (r_transparentdepthmasking.integer)
11176 qboolean setup = false;
11177 for (i = 0;i < numsurfaces;i = j)
11180 surface = rsurface.modelsurfaces + surfacelist[i];
11181 texture = surface->texture;
11182 rsurface.texture = R_GetCurrentTexture(texture);
11183 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11184 // scan ahead until we find a different texture
11185 endsurface = min(i + 1024, numsurfaces);
11186 texturenumsurfaces = 0;
11187 texturesurfacelist[texturenumsurfaces++] = surface;
11188 for (;j < endsurface;j++)
11190 surface = rsurface.modelsurfaces + surfacelist[j];
11191 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11193 texturesurfacelist[texturenumsurfaces++] = surface;
11195 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11197 // render the range of surfaces as depth
11201 GL_ColorMask(0,0,0,0);
11203 GL_DepthTest(true);
11204 GL_BlendFunc(GL_ONE, GL_ZERO);
11205 GL_DepthMask(true);
11206 GL_AlphaTest(false);
11207 R_Mesh_ColorPointer(NULL, 0, 0);
11208 R_Mesh_ResetTextureState();
11209 R_SetupShader_DepthOrShadow();
11211 RSurf_SetupDepthAndCulling();
11212 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11213 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11216 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11219 for (i = 0;i < numsurfaces;i = j)
11222 surface = rsurface.modelsurfaces + surfacelist[i];
11223 texture = surface->texture;
11224 rsurface.texture = R_GetCurrentTexture(texture);
11225 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11226 // scan ahead until we find a different texture
11227 endsurface = min(i + 1024, numsurfaces);
11228 texturenumsurfaces = 0;
11229 texturesurfacelist[texturenumsurfaces++] = surface;
11230 for (;j < endsurface;j++)
11232 surface = rsurface.modelsurfaces + surfacelist[j];
11233 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11235 texturesurfacelist[texturenumsurfaces++] = surface;
11237 // render the range of surfaces
11238 if (ent == r_refdef.scene.worldentity)
11239 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11241 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11243 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11244 GL_AlphaTest(false);
11247 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11249 // transparent surfaces get pushed off into the transparent queue
11250 int surfacelistindex;
11251 const msurface_t *surface;
11252 vec3_t tempcenter, center;
11253 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11255 surface = texturesurfacelist[surfacelistindex];
11256 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11257 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11258 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11259 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11260 if (queueentity->transparent_offset) // transparent offset
11262 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11263 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11264 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11266 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11270 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11272 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11276 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11278 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11280 RSurf_SetupDepthAndCulling();
11281 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11282 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11286 if (!rsurface.texture->currentnumlayers)
11288 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11289 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11291 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11293 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11295 RSurf_SetupDepthAndCulling();
11296 GL_AlphaTest(false);
11297 R_Mesh_ColorPointer(NULL, 0, 0);
11298 R_Mesh_ResetTextureState();
11299 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11300 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11301 GL_DepthMask(true);
11302 GL_BlendFunc(GL_ONE, GL_ZERO);
11303 GL_Color(0, 0, 0, 1);
11304 GL_DepthTest(writedepth);
11305 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11307 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11309 RSurf_SetupDepthAndCulling();
11310 GL_AlphaTest(false);
11311 R_Mesh_ColorPointer(NULL, 0, 0);
11312 R_Mesh_ResetTextureState();
11313 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11314 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11315 GL_DepthMask(true);
11316 GL_BlendFunc(GL_ONE, GL_ZERO);
11317 GL_DepthTest(true);
11318 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11320 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11321 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11322 else if (!rsurface.texture->currentnumlayers)
11324 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11326 // in the deferred case, transparent surfaces were queued during prepass
11327 if (!r_shadow_usingdeferredprepass)
11328 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11332 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11333 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11338 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11341 texture_t *texture;
11342 // break the surface list down into batches by texture and use of lightmapping
11343 for (i = 0;i < numsurfaces;i = j)
11346 // texture is the base texture pointer, rsurface.texture is the
11347 // current frame/skin the texture is directing us to use (for example
11348 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11349 // use skin 1 instead)
11350 texture = surfacelist[i]->texture;
11351 rsurface.texture = R_GetCurrentTexture(texture);
11352 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11353 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11355 // if this texture is not the kind we want, skip ahead to the next one
11356 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11360 // simply scan ahead until we find a different texture or lightmap state
11361 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11363 // render the range of surfaces
11364 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11368 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11373 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11375 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11377 RSurf_SetupDepthAndCulling();
11378 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11379 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11383 if (!rsurface.texture->currentnumlayers)
11385 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11386 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11388 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11390 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11392 RSurf_SetupDepthAndCulling();
11393 GL_AlphaTest(false);
11394 R_Mesh_ColorPointer(NULL, 0, 0);
11395 R_Mesh_ResetTextureState();
11396 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11397 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11398 GL_DepthMask(true);
11399 GL_BlendFunc(GL_ONE, GL_ZERO);
11400 GL_Color(0, 0, 0, 1);
11401 GL_DepthTest(writedepth);
11402 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11404 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11406 RSurf_SetupDepthAndCulling();
11407 GL_AlphaTest(false);
11408 R_Mesh_ColorPointer(NULL, 0, 0);
11409 R_Mesh_ResetTextureState();
11410 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11411 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11412 GL_DepthMask(true);
11413 GL_BlendFunc(GL_ONE, GL_ZERO);
11414 GL_DepthTest(true);
11415 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11417 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11418 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11419 else if (!rsurface.texture->currentnumlayers)
11421 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11423 // in the deferred case, transparent surfaces were queued during prepass
11424 if (!r_shadow_usingdeferredprepass)
11425 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11429 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11430 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11435 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11438 texture_t *texture;
11439 // break the surface list down into batches by texture and use of lightmapping
11440 for (i = 0;i < numsurfaces;i = j)
11443 // texture is the base texture pointer, rsurface.texture is the
11444 // current frame/skin the texture is directing us to use (for example
11445 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11446 // use skin 1 instead)
11447 texture = surfacelist[i]->texture;
11448 rsurface.texture = R_GetCurrentTexture(texture);
11449 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11450 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11452 // if this texture is not the kind we want, skip ahead to the next one
11453 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11457 // simply scan ahead until we find a different texture or lightmap state
11458 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11460 // render the range of surfaces
11461 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11465 float locboxvertex3f[6*4*3] =
11467 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11468 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11469 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11470 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11471 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11472 1,0,0, 0,0,0, 0,1,0, 1,1,0
11475 unsigned short locboxelements[6*2*3] =
11480 12,13,14, 12,14,15,
11481 16,17,18, 16,18,19,
11485 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11488 cl_locnode_t *loc = (cl_locnode_t *)ent;
11490 float vertex3f[6*4*3];
11492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11493 GL_DepthMask(false);
11494 GL_DepthRange(0, 1);
11495 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11496 GL_DepthTest(true);
11497 GL_CullFace(GL_NONE);
11498 R_EntityMatrix(&identitymatrix);
11500 R_Mesh_VertexPointer(vertex3f, 0, 0);
11501 R_Mesh_ColorPointer(NULL, 0, 0);
11502 R_Mesh_ResetTextureState();
11503 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11505 i = surfacelist[0];
11506 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11507 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11508 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11509 surfacelist[0] < 0 ? 0.5f : 0.125f);
11511 if (VectorCompare(loc->mins, loc->maxs))
11513 VectorSet(size, 2, 2, 2);
11514 VectorMA(loc->mins, -0.5f, size, mins);
11518 VectorCopy(loc->mins, mins);
11519 VectorSubtract(loc->maxs, loc->mins, size);
11522 for (i = 0;i < 6*4*3;)
11523 for (j = 0;j < 3;j++, i++)
11524 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11526 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11529 void R_DrawLocs(void)
11532 cl_locnode_t *loc, *nearestloc;
11534 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11535 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11537 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11538 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11542 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11544 if (decalsystem->decals)
11545 Mem_Free(decalsystem->decals);
11546 memset(decalsystem, 0, sizeof(*decalsystem));
11549 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)
11552 tridecal_t *decals;
11555 // expand or initialize the system
11556 if (decalsystem->maxdecals <= decalsystem->numdecals)
11558 decalsystem_t old = *decalsystem;
11559 qboolean useshortelements;
11560 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11561 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11562 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)));
11563 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11564 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11565 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11566 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11567 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11568 if (decalsystem->numdecals)
11569 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11571 Mem_Free(old.decals);
11572 for (i = 0;i < decalsystem->maxdecals*3;i++)
11573 decalsystem->element3i[i] = i;
11574 if (useshortelements)
11575 for (i = 0;i < decalsystem->maxdecals*3;i++)
11576 decalsystem->element3s[i] = i;
11579 // grab a decal and search for another free slot for the next one
11580 decals = decalsystem->decals;
11581 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11582 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11584 decalsystem->freedecal = i;
11585 if (decalsystem->numdecals <= i)
11586 decalsystem->numdecals = i + 1;
11588 // initialize the decal
11590 decal->triangleindex = triangleindex;
11591 decal->surfaceindex = surfaceindex;
11592 decal->decalsequence = decalsequence;
11593 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11594 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11595 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11596 decal->color4ub[0][3] = 255;
11597 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11598 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11599 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11600 decal->color4ub[1][3] = 255;
11601 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11602 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11603 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11604 decal->color4ub[2][3] = 255;
11605 decal->vertex3f[0][0] = v0[0];
11606 decal->vertex3f[0][1] = v0[1];
11607 decal->vertex3f[0][2] = v0[2];
11608 decal->vertex3f[1][0] = v1[0];
11609 decal->vertex3f[1][1] = v1[1];
11610 decal->vertex3f[1][2] = v1[2];
11611 decal->vertex3f[2][0] = v2[0];
11612 decal->vertex3f[2][1] = v2[1];
11613 decal->vertex3f[2][2] = v2[2];
11614 decal->texcoord2f[0][0] = t0[0];
11615 decal->texcoord2f[0][1] = t0[1];
11616 decal->texcoord2f[1][0] = t1[0];
11617 decal->texcoord2f[1][1] = t1[1];
11618 decal->texcoord2f[2][0] = t2[0];
11619 decal->texcoord2f[2][1] = t2[1];
11622 extern cvar_t cl_decals_bias;
11623 extern cvar_t cl_decals_models;
11624 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11625 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)
11627 matrix4x4_t projection;
11628 decalsystem_t *decalsystem;
11631 const float *vertex3f;
11632 const msurface_t *surface;
11633 const msurface_t *surfaces;
11634 const int *surfacelist;
11635 const texture_t *texture;
11637 int numsurfacelist;
11638 int surfacelistindex;
11645 float localorigin[3];
11646 float localnormal[3];
11647 float localmins[3];
11648 float localmaxs[3];
11654 float planes[6][4];
11656 float points[2][9][3];
11660 decalsystem = &ent->decalsystem;
11661 model = ent->model;
11662 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11664 R_DecalSystem_Reset(&ent->decalsystem);
11668 if (!model->brush.data_nodes && !cl_decals_models.integer)
11670 if (decalsystem->model)
11671 R_DecalSystem_Reset(decalsystem);
11675 if (decalsystem->model != model)
11676 R_DecalSystem_Reset(decalsystem);
11677 decalsystem->model = model;
11679 RSurf_ActiveModelEntity(ent, false, false, false);
11681 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11682 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11683 VectorNormalize(localnormal);
11684 localsize = worldsize*rsurface.inversematrixscale;
11685 localmins[0] = localorigin[0] - localsize;
11686 localmins[1] = localorigin[1] - localsize;
11687 localmins[2] = localorigin[2] - localsize;
11688 localmaxs[0] = localorigin[0] + localsize;
11689 localmaxs[1] = localorigin[1] + localsize;
11690 localmaxs[2] = localorigin[2] + localsize;
11692 //VectorCopy(localnormal, planes[4]);
11693 //VectorVectors(planes[4], planes[2], planes[0]);
11694 AnglesFromVectors(angles, localnormal, NULL, false);
11695 AngleVectors(angles, planes[0], planes[2], planes[4]);
11696 VectorNegate(planes[0], planes[1]);
11697 VectorNegate(planes[2], planes[3]);
11698 VectorNegate(planes[4], planes[5]);
11699 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11700 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11701 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11702 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11703 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11704 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11709 matrix4x4_t forwardprojection;
11710 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11711 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11716 float projectionvector[4][3];
11717 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11718 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11719 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11720 projectionvector[0][0] = planes[0][0] * ilocalsize;
11721 projectionvector[0][1] = planes[1][0] * ilocalsize;
11722 projectionvector[0][2] = planes[2][0] * ilocalsize;
11723 projectionvector[1][0] = planes[0][1] * ilocalsize;
11724 projectionvector[1][1] = planes[1][1] * ilocalsize;
11725 projectionvector[1][2] = planes[2][1] * ilocalsize;
11726 projectionvector[2][0] = planes[0][2] * ilocalsize;
11727 projectionvector[2][1] = planes[1][2] * ilocalsize;
11728 projectionvector[2][2] = planes[2][2] * ilocalsize;
11729 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11730 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11731 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11732 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11736 dynamic = model->surfmesh.isanimated;
11737 vertex3f = rsurface.modelvertex3f;
11738 numsurfacelist = model->nummodelsurfaces;
11739 surfacelist = model->sortedmodelsurfaces;
11740 surfaces = model->data_surfaces;
11741 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11743 surfaceindex = surfacelist[surfacelistindex];
11744 surface = surfaces + surfaceindex;
11745 // check cull box first because it rejects more than any other check
11746 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11748 // skip transparent surfaces
11749 texture = surface->texture;
11750 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11752 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11754 numtriangles = surface->num_triangles;
11755 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11757 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11759 index = 3*e[cornerindex];
11760 VectorCopy(vertex3f + index, v[cornerindex]);
11763 //TriangleNormal(v[0], v[1], v[2], normal);
11764 //if (DotProduct(normal, localnormal) < 0.0f)
11766 // clip by each of the box planes formed from the projection matrix
11767 // if anything survives, we emit the decal
11768 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]);
11771 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]);
11774 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]);
11777 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]);
11780 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]);
11783 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]);
11786 // some part of the triangle survived, so we have to accept it...
11789 // dynamic always uses the original triangle
11791 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11793 index = 3*e[cornerindex];
11794 VectorCopy(vertex3f + index, v[cornerindex]);
11797 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11799 // convert vertex positions to texcoords
11800 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11801 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11802 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11803 // calculate distance fade from the projection origin
11804 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11805 f = bound(0.0f, f, 1.0f);
11806 c[cornerindex][0] = r * f;
11807 c[cornerindex][1] = g * f;
11808 c[cornerindex][2] = b * f;
11809 c[cornerindex][3] = 1.0f;
11810 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11813 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);
11815 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11816 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);
11821 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11822 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)
11824 int renderentityindex;
11825 float worldmins[3];
11826 float worldmaxs[3];
11827 entity_render_t *ent;
11829 if (!cl_decals_newsystem.integer)
11832 worldmins[0] = worldorigin[0] - worldsize;
11833 worldmins[1] = worldorigin[1] - worldsize;
11834 worldmins[2] = worldorigin[2] - worldsize;
11835 worldmaxs[0] = worldorigin[0] + worldsize;
11836 worldmaxs[1] = worldorigin[1] + worldsize;
11837 worldmaxs[2] = worldorigin[2] + worldsize;
11839 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11841 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11843 ent = r_refdef.scene.entities[renderentityindex];
11844 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11847 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11851 typedef struct r_decalsystem_splatqueue_s
11853 vec3_t worldorigin;
11854 vec3_t worldnormal;
11860 r_decalsystem_splatqueue_t;
11862 int r_decalsystem_numqueued = 0;
11863 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11865 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)
11867 r_decalsystem_splatqueue_t *queue;
11869 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11872 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11873 VectorCopy(worldorigin, queue->worldorigin);
11874 VectorCopy(worldnormal, queue->worldnormal);
11875 Vector4Set(queue->color, r, g, b, a);
11876 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11877 queue->worldsize = worldsize;
11878 queue->decalsequence = cl.decalsequence++;
11881 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11884 r_decalsystem_splatqueue_t *queue;
11886 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11887 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);
11888 r_decalsystem_numqueued = 0;
11891 extern cvar_t cl_decals_max;
11892 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11895 decalsystem_t *decalsystem = &ent->decalsystem;
11902 if (!decalsystem->numdecals)
11905 if (r_showsurfaces.integer)
11908 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11910 R_DecalSystem_Reset(decalsystem);
11914 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11915 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11917 if (decalsystem->lastupdatetime)
11918 frametime = (cl.time - decalsystem->lastupdatetime);
11921 decalsystem->lastupdatetime = cl.time;
11922 decal = decalsystem->decals;
11923 numdecals = decalsystem->numdecals;
11925 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11927 if (decal->color4ub[0][3])
11929 decal->lived += frametime;
11930 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11932 memset(decal, 0, sizeof(*decal));
11933 if (decalsystem->freedecal > i)
11934 decalsystem->freedecal = i;
11938 decal = decalsystem->decals;
11939 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11942 // collapse the array by shuffling the tail decals into the gaps
11945 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11946 decalsystem->freedecal++;
11947 if (decalsystem->freedecal == numdecals)
11949 decal[decalsystem->freedecal] = decal[--numdecals];
11952 decalsystem->numdecals = numdecals;
11954 if (numdecals <= 0)
11956 // if there are no decals left, reset decalsystem
11957 R_DecalSystem_Reset(decalsystem);
11961 extern skinframe_t *decalskinframe;
11962 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11965 decalsystem_t *decalsystem = &ent->decalsystem;
11974 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11977 numdecals = decalsystem->numdecals;
11981 if (r_showsurfaces.integer)
11984 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11986 R_DecalSystem_Reset(decalsystem);
11990 // if the model is static it doesn't matter what value we give for
11991 // wantnormals and wanttangents, so this logic uses only rules applicable
11992 // to a model, knowing that they are meaningless otherwise
11993 if (ent == r_refdef.scene.worldentity)
11994 RSurf_ActiveWorldEntity();
11996 RSurf_ActiveModelEntity(ent, false, false, false);
11998 decalsystem->lastupdatetime = cl.time;
11999 decal = decalsystem->decals;
12001 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12003 // update vertex positions for animated models
12004 v3f = decalsystem->vertex3f;
12005 c4f = decalsystem->color4f;
12006 t2f = decalsystem->texcoord2f;
12007 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12009 if (!decal->color4ub[0][3])
12012 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12015 // update color values for fading decals
12016 if (decal->lived >= cl_decals_time.value)
12018 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12019 alpha *= (1.0f/255.0f);
12022 alpha = 1.0f/255.0f;
12024 c4f[ 0] = decal->color4ub[0][0] * alpha;
12025 c4f[ 1] = decal->color4ub[0][1] * alpha;
12026 c4f[ 2] = decal->color4ub[0][2] * alpha;
12028 c4f[ 4] = decal->color4ub[1][0] * alpha;
12029 c4f[ 5] = decal->color4ub[1][1] * alpha;
12030 c4f[ 6] = decal->color4ub[1][2] * alpha;
12032 c4f[ 8] = decal->color4ub[2][0] * alpha;
12033 c4f[ 9] = decal->color4ub[2][1] * alpha;
12034 c4f[10] = decal->color4ub[2][2] * alpha;
12037 t2f[0] = decal->texcoord2f[0][0];
12038 t2f[1] = decal->texcoord2f[0][1];
12039 t2f[2] = decal->texcoord2f[1][0];
12040 t2f[3] = decal->texcoord2f[1][1];
12041 t2f[4] = decal->texcoord2f[2][0];
12042 t2f[5] = decal->texcoord2f[2][1];
12044 // update vertex positions for animated models
12045 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12047 e = rsurface.modelelement3i + 3*decal->triangleindex;
12048 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12049 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12050 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12054 VectorCopy(decal->vertex3f[0], v3f);
12055 VectorCopy(decal->vertex3f[1], v3f + 3);
12056 VectorCopy(decal->vertex3f[2], v3f + 6);
12067 r_refdef.stats.drawndecals += numtris;
12069 if (r_refdef.fogenabled)
12071 switch(vid.renderpath)
12073 case RENDERPATH_GL20:
12074 case RENDERPATH_CGGL:
12075 case RENDERPATH_GL13:
12076 case RENDERPATH_GL11:
12077 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12079 alpha = RSurf_FogVertex(v3f);
12088 // now render the decals all at once
12089 // (this assumes they all use one particle font texture!)
12090 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);
12091 R_Mesh_ResetTextureState();
12092 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12093 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12094 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12095 GL_DepthMask(false);
12096 GL_DepthRange(0, 1);
12097 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12098 GL_DepthTest(true);
12099 GL_CullFace(GL_NONE);
12100 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12101 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12102 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12106 static void R_DrawModelDecals(void)
12110 // fade faster when there are too many decals
12111 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12112 for (i = 0;i < r_refdef.scene.numentities;i++)
12113 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12115 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12116 for (i = 0;i < r_refdef.scene.numentities;i++)
12117 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12118 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12120 R_DecalSystem_ApplySplatEntitiesQueue();
12122 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12123 for (i = 0;i < r_refdef.scene.numentities;i++)
12124 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12126 r_refdef.stats.totaldecals += numdecals;
12128 if (r_showsurfaces.integer)
12131 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12133 for (i = 0;i < r_refdef.scene.numentities;i++)
12135 if (!r_refdef.viewcache.entityvisible[i])
12137 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12138 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12142 void R_DrawDebugModel(void)
12144 entity_render_t *ent = rsurface.entity;
12145 int i, j, k, l, flagsmask;
12147 const msurface_t *surface;
12148 dp_model_t *model = ent->model;
12151 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12153 R_Mesh_ColorPointer(NULL, 0, 0);
12154 R_Mesh_ResetTextureState();
12155 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12156 GL_DepthRange(0, 1);
12157 GL_DepthTest(!r_showdisabledepthtest.integer);
12158 GL_DepthMask(false);
12159 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12161 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12163 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12164 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12166 if (brush->colbrushf && brush->colbrushf->numtriangles)
12168 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12169 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);
12170 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12173 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12175 if (surface->num_collisiontriangles)
12177 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12178 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);
12179 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12184 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12186 if (r_showtris.integer || r_shownormals.integer)
12188 if (r_showdisabledepthtest.integer)
12190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12191 GL_DepthMask(false);
12195 GL_BlendFunc(GL_ONE, GL_ZERO);
12196 GL_DepthMask(true);
12198 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12200 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12202 rsurface.texture = R_GetCurrentTexture(surface->texture);
12203 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12205 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12206 if (r_showtris.value > 0)
12208 if (!rsurface.texture->currentlayers->depthmask)
12209 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12210 else if (ent == r_refdef.scene.worldentity)
12211 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12213 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12214 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12215 R_Mesh_ColorPointer(NULL, 0, 0);
12216 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12217 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12218 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12219 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);
12220 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12223 if (r_shownormals.value < 0)
12225 qglBegin(GL_LINES);
12226 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12228 VectorCopy(rsurface.vertex3f + l * 3, v);
12229 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12230 qglVertex3f(v[0], v[1], v[2]);
12231 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12232 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12233 qglVertex3f(v[0], v[1], v[2]);
12238 if (r_shownormals.value > 0)
12240 qglBegin(GL_LINES);
12241 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12243 VectorCopy(rsurface.vertex3f + l * 3, v);
12244 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12245 qglVertex3f(v[0], v[1], v[2]);
12246 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12247 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12248 qglVertex3f(v[0], v[1], v[2]);
12252 qglBegin(GL_LINES);
12253 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12255 VectorCopy(rsurface.vertex3f + l * 3, v);
12256 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12257 qglVertex3f(v[0], v[1], v[2]);
12258 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12259 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12260 qglVertex3f(v[0], v[1], v[2]);
12264 qglBegin(GL_LINES);
12265 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12267 VectorCopy(rsurface.vertex3f + l * 3, v);
12268 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12269 qglVertex3f(v[0], v[1], v[2]);
12270 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12271 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12272 qglVertex3f(v[0], v[1], v[2]);
12279 rsurface.texture = NULL;
12283 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12284 int r_maxsurfacelist = 0;
12285 const msurface_t **r_surfacelist = NULL;
12286 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12288 int i, j, endj, flagsmask;
12289 dp_model_t *model = r_refdef.scene.worldmodel;
12290 msurface_t *surfaces;
12291 unsigned char *update;
12292 int numsurfacelist = 0;
12296 if (r_maxsurfacelist < model->num_surfaces)
12298 r_maxsurfacelist = model->num_surfaces;
12300 Mem_Free((msurface_t**)r_surfacelist);
12301 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12304 RSurf_ActiveWorldEntity();
12306 surfaces = model->data_surfaces;
12307 update = model->brushq1.lightmapupdateflags;
12309 // update light styles on this submodel
12310 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12312 model_brush_lightstyleinfo_t *style;
12313 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12315 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12317 int *list = style->surfacelist;
12318 style->value = r_refdef.scene.lightstylevalue[style->style];
12319 for (j = 0;j < style->numsurfaces;j++)
12320 update[list[j]] = true;
12325 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12329 R_DrawDebugModel();
12330 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12334 rsurface.uselightmaptexture = false;
12335 rsurface.texture = NULL;
12336 rsurface.rtlight = NULL;
12337 numsurfacelist = 0;
12338 // add visible surfaces to draw list
12339 for (i = 0;i < model->nummodelsurfaces;i++)
12341 j = model->sortedmodelsurfaces[i];
12342 if (r_refdef.viewcache.world_surfacevisible[j])
12343 r_surfacelist[numsurfacelist++] = surfaces + j;
12345 // update lightmaps if needed
12346 if (model->brushq1.firstrender)
12348 model->brushq1.firstrender = false;
12349 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12351 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12355 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12356 if (r_refdef.viewcache.world_surfacevisible[j])
12358 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12360 // don't do anything if there were no surfaces
12361 if (!numsurfacelist)
12363 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12366 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12367 GL_AlphaTest(false);
12369 // add to stats if desired
12370 if (r_speeds.integer && !skysurfaces && !depthonly)
12372 r_refdef.stats.world_surfaces += numsurfacelist;
12373 for (j = 0;j < numsurfacelist;j++)
12374 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12377 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12380 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12382 int i, j, endj, flagsmask;
12383 dp_model_t *model = ent->model;
12384 msurface_t *surfaces;
12385 unsigned char *update;
12386 int numsurfacelist = 0;
12390 if (r_maxsurfacelist < model->num_surfaces)
12392 r_maxsurfacelist = model->num_surfaces;
12394 Mem_Free((msurface_t **)r_surfacelist);
12395 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12398 // if the model is static it doesn't matter what value we give for
12399 // wantnormals and wanttangents, so this logic uses only rules applicable
12400 // to a model, knowing that they are meaningless otherwise
12401 if (ent == r_refdef.scene.worldentity)
12402 RSurf_ActiveWorldEntity();
12403 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12404 RSurf_ActiveModelEntity(ent, false, false, false);
12406 RSurf_ActiveModelEntity(ent, true, true, true);
12407 else if (depthonly)
12409 switch (vid.renderpath)
12411 case RENDERPATH_GL20:
12412 case RENDERPATH_CGGL:
12413 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12415 case RENDERPATH_GL13:
12416 case RENDERPATH_GL11:
12417 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12423 switch (vid.renderpath)
12425 case RENDERPATH_GL20:
12426 case RENDERPATH_CGGL:
12427 RSurf_ActiveModelEntity(ent, true, true, false);
12429 case RENDERPATH_GL13:
12430 case RENDERPATH_GL11:
12431 RSurf_ActiveModelEntity(ent, true, false, false);
12436 surfaces = model->data_surfaces;
12437 update = model->brushq1.lightmapupdateflags;
12439 // update light styles
12440 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12442 model_brush_lightstyleinfo_t *style;
12443 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12445 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12447 int *list = style->surfacelist;
12448 style->value = r_refdef.scene.lightstylevalue[style->style];
12449 for (j = 0;j < style->numsurfaces;j++)
12450 update[list[j]] = true;
12455 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12459 R_DrawDebugModel();
12460 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12464 rsurface.uselightmaptexture = false;
12465 rsurface.texture = NULL;
12466 rsurface.rtlight = NULL;
12467 numsurfacelist = 0;
12468 // add visible surfaces to draw list
12469 for (i = 0;i < model->nummodelsurfaces;i++)
12470 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12471 // don't do anything if there were no surfaces
12472 if (!numsurfacelist)
12474 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12477 // update lightmaps if needed
12481 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12486 R_BuildLightMap(ent, surfaces + j);
12491 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12493 R_BuildLightMap(ent, surfaces + j);
12494 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12495 GL_AlphaTest(false);
12497 // add to stats if desired
12498 if (r_speeds.integer && !skysurfaces && !depthonly)
12500 r_refdef.stats.entities_surfaces += numsurfacelist;
12501 for (j = 0;j < numsurfacelist;j++)
12502 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12505 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12508 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12510 static texture_t texture;
12511 static msurface_t surface;
12512 const msurface_t *surfacelist = &surface;
12514 // fake enough texture and surface state to render this geometry
12516 texture.update_lastrenderframe = -1; // regenerate this texture
12517 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12518 texture.currentskinframe = skinframe;
12519 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12520 texture.specularscalemod = 1;
12521 texture.specularpowermod = 1;
12523 surface.texture = &texture;
12524 surface.num_triangles = numtriangles;
12525 surface.num_firsttriangle = firsttriangle;
12526 surface.num_vertices = numvertices;
12527 surface.num_firstvertex = firstvertex;
12530 rsurface.texture = R_GetCurrentTexture(surface.texture);
12531 rsurface.uselightmaptexture = false;
12532 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12535 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)
12537 static msurface_t surface;
12538 const msurface_t *surfacelist = &surface;
12540 // fake enough texture and surface state to render this geometry
12542 surface.texture = texture;
12543 surface.num_triangles = numtriangles;
12544 surface.num_firsttriangle = firsttriangle;
12545 surface.num_vertices = numvertices;
12546 surface.num_firstvertex = firstvertex;
12549 rsurface.texture = R_GetCurrentTexture(surface.texture);
12550 rsurface.uselightmaptexture = false;
12551 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);