2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
84 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
119 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 " float sobel = 1.0;\n"
698 " // vec2 ts = textureSize(Texture_First, 0);\n"
699 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 " vec2 px = PixelSize;\n"
701 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
703 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
706 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
709 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
712 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
731 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#ifdef USESATURATION\n"
736 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#ifdef USEGAMMARAMPS\n"
743 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
749 "#else // !MODE_POSTPROCESS\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
761 "#ifdef VERTEX_SHADER\n"
764 " gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#ifdef USESPECULAR\n"
769 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
785 " gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#ifdef USESPECULAR\n"
791 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 " gl_FragColor *= tex2;\n"
796 " gl_FragColor += tex2;\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
804 "#else // !MODE_GENERIC\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
814 " gl_FrontColor = gl_Color;\n"
815 " TexCoord = gl_MultiTexCoord0.xy;\n"
816 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
827 " vec2 tc = TexCoord;\n"
828 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 " tc += BloomBlur_Parameters.xy;\n"
830 " for (i = 1;i < SAMPLES;i++)\n"
832 " color += texture2D(Texture_First, tc).rgb;\n"
833 " tc += BloomBlur_Parameters.xy;\n"
835 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
847 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 " ModelViewProjectionPosition = gl_Position;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 " // FIXME temporary hack to detect the case that the reflection\n"
873 " // gets blackened at edges due to leaving the area that contains actual\n"
875 " // Remove this 'ack once we have a better way to stop this thing from\n"
877 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "#else // !MODE_REFRACTION\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
900 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 " ModelViewProjectionPosition = gl_Position;\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
925 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 " // FIXME temporary hack to detect the case that the reflection\n"
931 " // gets blackened at edges due to leaving the area that contains actual\n"
933 " // Remove this 'ack once we have a better way to stop this thing from\n"
935 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "#else // !MODE_WATER\n"
954 "// common definitions between vertex shader and fragment shader:\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
1000 "uniform vec4 FogPlane;\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1010 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1019 "uniform sampler2D Texture_Glow;\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 " fogfrac = fogheightpixel.a;\n"
1074 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 " // 14 sample relief mapping: linear search and then binary search\n"
1092 " // this basically steps forward a small amount repeatedly until it finds\n"
1093 " // itself inside solid, then jitters forward and back using decreasing\n"
1094 " // amounts to find the impact\n"
1095 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 RT = vec3(TexCoord, 1);\n"
1099 " OffsetVector *= 0.1;\n"
1100 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 " // this basically moves forward the full distance, and then backs up based\n"
1118 " // on height of samples\n"
1119 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " TexCoord += OffsetVector;\n"
1123 " OffsetVector *= 0.333;\n"
1124 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " return TexCoord;\n"
1130 "#endif // USEOFFSETMAPPING\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 " vec3 adir = abs(dir);\n"
1188 " float ma = adir.z;\n"
1189 " vec4 proj = vec4(dir, 2.5);\n"
1190 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 " vec3 adir = abs(dir);\n"
1203 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1210 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "# ifdef USESHADOWSAMPLER\n"
1214 "# ifdef USESHADOWMAPPCF\n"
1215 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1218 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1223 "# ifdef USESHADOWMAPPCF\n"
1224 "# if USESHADOWMAPPCF > 1\n"
1225 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1228 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1229 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1230 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1231 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 " vec2 offset = fract(shadowmaptc.xy);\n"
1236 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1238 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1239 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1247 "# ifdef USESHADOWMAPORTHO\n"
1248 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1258 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "# ifdef USESHADOWSAMPLER\n"
1262 "# ifdef USESHADOWMAPPCF\n"
1263 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1264 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1267 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "# ifdef USESHADOWMAPPCF\n"
1271 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "# ifdef GL_ARB_texture_gather\n"
1273 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "# if USESHADOWMAPPCF > 1\n"
1279 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1283 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1284 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1285 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1286 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1287 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1288 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 " locols.yz += group2.ab;\n"
1291 " hicols.yz += group8.rg;\n"
1292 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 " mix(locols, hicols, offset.y);\n"
1295 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 " f = dot(cols, vec4(1.0/25.0));\n"
1299 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1302 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1303 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "# ifdef GL_EXT_gpu_shader4\n"
1309 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1313 "# if USESHADOWMAPPCF > 1\n"
1314 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 " center *= ShadowMap_TextureScale;\n"
1316 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1317 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1318 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1319 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1320 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1326 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1327 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1332 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "# ifdef USESHADOWMAPORTHO\n"
1336 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1346 " // apply depth texture cubemap as light filter\n"
1347 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "# ifdef USESHADOWSAMPLER\n"
1350 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1372 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " gl_FrontColor = gl_Color;\n"
1375 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 " // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "#endif // VERTEX_SHADER\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 " // apply offsetmapping\n"
1398 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1402 "#ifdef USEALPHAKILL\n"
1403 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1435 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "#endif // VERTEX_SHADER\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 " // calculate viewspace pixel position\n"
1454 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 " // decode viewspace pixel normal\n"
1459 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 " // surfacenormal = pixel normal in viewspace\n"
1462 " // LightVector = pixel to light in viewspace\n"
1463 " // CubeVector = position in lightspace\n"
1464 " // eyevector = pixel to view in viewspace\n"
1465 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 " // calculate diffuse shading\n"
1469 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#ifdef USESPECULAR\n"
1473 " // calculate directional shading\n"
1474 " vec3 eyevector = position * -1.0;\n"
1475 "# ifdef USEEXACTSPECULARMATH\n"
1476 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 " fade *= ShadowMapCompare(CubeVector);\n"
1487 "#ifdef USEDIFFUSE\n"
1488 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#ifdef USESPECULAR\n"
1493 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "# ifdef USECUBEFILTER\n"
1499 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 " gl_FragData[0].rgb *= cubecolor;\n"
1501 " gl_FragData[1].rgb *= cubecolor;\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 " gl_FrontColor = gl_Color;\n"
1526 " // copy the surface texcoord\n"
1527 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#ifdef USELIGHTMAP\n"
1532 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 " // transform vertex position into light attenuation/cubemap space\n"
1537 " // (-1 to +1 across the light box)\n"
1538 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "# ifdef USEDIFFUSE\n"
1541 " // transform unnormalized light direction into tangent space\n"
1542 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 " // normalize it per pixel)\n"
1544 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 " // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1566 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 " VectorS = gl_MultiTexCoord1.xyz;\n"
1572 " VectorT = gl_MultiTexCoord2.xyz;\n"
1573 " VectorR = gl_MultiTexCoord3.xyz;\n"
1576 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#ifdef USEREFLECTION\n"
1584 " ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif // VERTEX_SHADER\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1603 "uniform myhalf3 Color_Glow;\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 " // apply offsetmapping\n"
1627 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1631 " // combine the diffuse textures (base, pants, shirt)\n"
1632 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 " if (color.a < 0.5)\n"
1637 " color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 " // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 " // get the material colors\n"
1658 " myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 " // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 " color.rgb = diffusetex * Color_Ambient;\n"
1695 " color.rgb *= LightColor;\n"
1696 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "# ifdef USECUBEFILTER\n"
1701 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#ifdef USEDIFFUSE\n"
1711 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 " // convert modelspace light vector to tangentspace\n"
1721 " myhalf3 lightnormal;\n"
1722 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 " color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1760 "# ifdef USEDIFFUSE\n"
1761 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "# ifdef USESPECULAR\n"
1763 "# ifdef USEEXACTSPECULARMATH\n"
1764 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 " color.rgb = diffusetex * Color_Ambient;\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1797 " color.rgb = FogVertex(color.rgb);\n"
1800 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1801 "#ifdef USEREFLECTION\n"
1802 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 " // FIXME temporary hack to detect the case that the reflection\n"
1807 " // gets blackened at edges due to leaving the area that contains actual\n"
1809 " // Remove this 'ack once we have a better way to stop this thing from\n"
1811 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 " gl_FragColor = vec4(color);\n"
1821 "#endif // FRAGMENT_SHADER\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1835 =========================================================================================================================================================
1839 =========================================================================================================================================================
1843 =========================================================================================================================================================
1847 =========================================================================================================================================================
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1895 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1913 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1925 " gl_FragColor = gl_FrontColor;\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1935 "#ifdef VERTEX_SHADER\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1947 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1962 "uniform sampler2D Texture_Second,\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1982 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#ifdef USEVIEWTINT\n"
1987 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1993 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1998 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#ifdef USESATURATION\n"
2002 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2015 "#else // !MODE_POSTPROCESS\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2035 " gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#ifdef USESPECULAR\n"
2040 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2059 "out float4 gl_FragColor : COLOR\n"
2062 " gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#ifdef USESPECULAR\n"
2068 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 " gl_FragColor *= tex2;\n"
2073 " gl_FragColor += tex2;\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2081 "#else // !MODE_GENERIC\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2097 " TexCoord = gl_MultiTexCoord0.xy;\n"
2098 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2113 " float2 tc = TexCoord;\n"
2114 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 " tc += BloomBlur_Parameters.xy;\n"
2116 " for (i = 1;i < SAMPLES;i++)\n"
2118 " color += tex2D(Texture_First, tc).rgb;\n"
2119 " tc += BloomBlur_Parameters.xy;\n"
2121 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 " ModelViewProjectionPosition = gl_Position;\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2162 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 " // FIXME temporary hack to detect the case that the reflection\n"
2167 " // gets blackened at edges due to leaving the area that contains actual\n"
2169 " // Remove this 'ack once we have a better way to stop this thing from\n"
2171 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "#else // !MODE_REFRACTION\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 " ModelViewProjectionPosition = gl_Position;\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2229 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 " // FIXME temporary hack to detect the case that the reflection\n"
2234 " // gets blackened at edges due to leaving the area that contains actual\n"
2236 " // Remove this 'ack once we have a better way to stop this thing from\n"
2238 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "#else // !MODE_WATER\n"
2257 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 " fogfrac = fogheightpixel.a;\n"
2269 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 " // 14 sample relief mapping: linear search and then binary search\n"
2286 " // this basically steps forward a small amount repeatedly until it finds\n"
2287 " // itself inside solid, then jitters forward and back using decreasing\n"
2288 " // amounts to find the impact\n"
2289 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 RT = float3(TexCoord, 1);\n"
2293 " OffsetVector *= 0.1;\n"
2294 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 " // this basically moves forward the full distance, and then backs up based\n"
2312 " // on height of samples\n"
2313 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " TexCoord += OffsetVector;\n"
2317 " OffsetVector *= 0.333;\n"
2318 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " return TexCoord;\n"
2324 "#endif // USEOFFSETMAPPING\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 " float3 adir = abs(dir);\n"
2335 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 " float3 adir = abs(dir);\n"
2343 " float ma = adir.z;\n"
2344 " float4 proj = float4(dir, 2.5);\n"
2345 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 " float3 adir = abs(dir);\n"
2358 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "# ifdef USESHADOWSAMPLER\n"
2377 "# ifdef USESHADOWMAPPCF\n"
2378 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2386 "# ifdef USESHADOWMAPPCF\n"
2387 "# if USESHADOWMAPPCF > 1\n"
2388 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2391 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2392 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2393 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2394 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 " float2 offset = frac(shadowmaptc.xy);\n"
2399 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2401 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2402 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2410 "# ifdef USESHADOWMAPORTHO\n"
2411 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2432 "# ifdef USESHADOWSAMPLER\n"
2433 "# ifdef USESHADOWMAPPCF\n"
2434 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2435 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "# ifdef USESHADOWMAPPCF\n"
2442 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "# ifdef GL_ARB_texture_gather\n"
2444 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 " center *= ShadowMap_TextureScale;\n"
2450 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2453 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2454 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2459 "# if USESHADOWMAPPCF > 1\n"
2460 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 " center *= ShadowMap_TextureScale;\n"
2462 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2463 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2464 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2465 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2466 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2472 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2473 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2478 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "# ifdef USESHADOWMAPORTHO\n"
2482 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 " // apply depth texture cubemap as light filter\n"
2493 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 " gl_FrontColor = gl_Color;\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2586 " float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 " // apply offsetmapping\n"
2589 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2593 "#ifdef USEALPHAKILL\n"
2594 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "#endif // VERTEX_SHADER\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2697 " // calculate viewspace pixel position\n"
2698 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 " float3 position;\n"
2701 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 " // decode viewspace pixel normal\n"
2704 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 " // surfacenormal = pixel normal in viewspace\n"
2707 " // LightVector = pixel to light in viewspace\n"
2708 " // CubeVector = position in lightspace\n"
2709 " // eyevector = pixel to view in viewspace\n"
2710 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 " // calculate diffuse shading\n"
2714 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#ifdef USESPECULAR\n"
2718 " // calculate directional shading\n"
2719 " float3 eyevector = position * -1.0;\n"
2720 "# ifdef USEEXACTSPECULARMATH\n"
2721 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 " fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2746 "#ifdef USEDIFFUSE\n"
2747 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#ifdef USESPECULAR\n"
2752 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "# ifdef USECUBEFILTER\n"
2758 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 " gl_FragData0.rgb *= cubecolor;\n"
2760 " gl_FragData1.rgb *= cubecolor;\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2769 "#ifdef VERTEX_SHADER\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "out float4 gl_Position : POSITION\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 " gl_FrontColor = gl_Color;\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2949 "uniform sampler2D Texture_Glow,\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3013 "uniform half3 Color_Glow,\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "out float4 gl_FragColor : COLOR\n"
3078 " float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 " // apply offsetmapping\n"
3084 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3088 " // combine the diffuse textures (base, pants, shirt)\n"
3089 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 " if (color.a < 0.5)\n"
3094 " color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 " // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 " // get the material colors\n"
3115 " half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 " // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 " half3 lightnormal = half3(normalize(LightVector));\n"
3138 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 " color.rgb = diffusetex * Color_Ambient;\n"
3152 " color.rgb *= LightColor;\n"
3153 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3172 "# ifdef USECUBEFILTER\n"
3173 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#ifdef USEDIFFUSE\n"
3183 " half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 " // convert modelspace light vector to tangentspace\n"
3193 " half3 lightnormal;\n"
3194 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 " color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3232 "# ifdef USEDIFFUSE\n"
3233 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "# ifdef USESPECULAR\n"
3235 "# ifdef USEEXACTSPECULARMATH\n"
3236 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 " color.rgb = diffusetex * Color_Ambient;\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3276 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3280 "#ifdef USEREFLECTION\n"
3281 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 " // FIXME temporary hack to detect the case that the reflection\n"
3286 " // gets blackened at edges due to leaving the area that contains actual\n"
3288 " // Remove this 'ack once we have a better way to stop this thing from\n"
3290 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 " gl_FragColor = float4(color);\n"
3300 "#endif // FRAGMENT_SHADER\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3316 //=======================================================================================================================================================
3318 typedef struct shaderpermutationinfo_s
3320 const char *pretext;
3323 shaderpermutationinfo_t;
3325 typedef struct shadermodeinfo_s
3327 const char *vertexfilename;
3328 const char *geometryfilename;
3329 const char *fragmentfilename;
3330 const char *pretext;
3335 typedef enum shaderpermutation_e
3337 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 shaderpermutation_t;
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {"#define USEDIFFUSE\n", " diffuse"},
3375 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376 {"#define USEVIEWTINT\n", " viewtint"},
3377 {"#define USECOLORMAPPING\n", " colormapping"},
3378 {"#define USESATURATION\n", " saturation"},
3379 {"#define USEFOGINSIDE\n", " foginside"},
3380 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382 {"#define USEGAMMARAMPS\n", " gammaramps"},
3383 {"#define USECUBEFILTER\n", " cubefilter"},
3384 {"#define USEGLOW\n", " glow"},
3385 {"#define USEBLOOM\n", " bloom"},
3386 {"#define USESPECULAR\n", " specular"},
3387 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389 {"#define USEREFLECTION\n", " reflection"},
3390 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401 {"#define USEALPHAKILL\n", " alphakill"},
3402 {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3408 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3471 /// hash lookup data
3472 struct r_glsl_permutation_s *hashnext;
3474 unsigned int permutation;
3476 /// indicates if we have tried compiling this permutation already
3478 /// 0 if compilation failed
3480 /// locations of detected uniforms in program object, or -1 if not found
3481 int loc_Texture_First;
3482 int loc_Texture_Second;
3483 int loc_Texture_GammaRamps;
3484 int loc_Texture_Normal;
3485 int loc_Texture_Color;
3486 int loc_Texture_Gloss;
3487 int loc_Texture_Glow;
3488 int loc_Texture_SecondaryNormal;
3489 int loc_Texture_SecondaryColor;
3490 int loc_Texture_SecondaryGloss;
3491 int loc_Texture_SecondaryGlow;
3492 int loc_Texture_Pants;
3493 int loc_Texture_Shirt;
3494 int loc_Texture_FogHeightTexture;
3495 int loc_Texture_FogMask;
3496 int loc_Texture_Lightmap;
3497 int loc_Texture_Deluxemap;
3498 int loc_Texture_Attenuation;
3499 int loc_Texture_Cube;
3500 int loc_Texture_Refraction;
3501 int loc_Texture_Reflection;
3502 int loc_Texture_ShadowMapRect;
3503 int loc_Texture_ShadowMapCube;
3504 int loc_Texture_ShadowMap2D;
3505 int loc_Texture_CubeProjection;
3506 int loc_Texture_ScreenDepth;
3507 int loc_Texture_ScreenNormalMap;
3508 int loc_Texture_ScreenDiffuse;
3509 int loc_Texture_ScreenSpecular;
3510 int loc_Texture_ReflectMask;
3511 int loc_Texture_ReflectCube;
3513 int loc_BloomBlur_Parameters;
3515 int loc_Color_Ambient;
3516 int loc_Color_Diffuse;
3517 int loc_Color_Specular;
3519 int loc_Color_Pants;
3520 int loc_Color_Shirt;
3521 int loc_DeferredColor_Ambient;
3522 int loc_DeferredColor_Diffuse;
3523 int loc_DeferredColor_Specular;
3524 int loc_DeferredMod_Diffuse;
3525 int loc_DeferredMod_Specular;
3526 int loc_DistortScaleRefractReflect;
3527 int loc_EyePosition;
3529 int loc_FogHeightFade;
3531 int loc_FogPlaneViewDist;
3532 int loc_FogRangeRecip;
3535 int loc_LightPosition;
3536 int loc_OffsetMapping_Scale;
3538 int loc_ReflectColor;
3539 int loc_ReflectFactor;
3540 int loc_ReflectOffset;
3541 int loc_RefractColor;
3543 int loc_ScreenCenterRefractReflect;
3544 int loc_ScreenScaleRefractReflect;
3545 int loc_ScreenToDepth;
3546 int loc_ShadowMap_Parameters;
3547 int loc_ShadowMap_TextureScale;
3548 int loc_SpecularPower;
3553 int loc_ViewTintColor;
3554 int loc_ViewToLight;
3555 int loc_ModelToLight;
3557 int loc_BackgroundTexMatrix;
3558 int loc_ModelViewProjectionMatrix;
3559 int loc_ModelViewMatrix;
3560 int loc_PixelToScreenTexCoord;
3561 int loc_ModelToReflectCube;
3562 int loc_ShadowMapMatrix;
3564 r_glsl_permutation_t;
3566 #define SHADERPERMUTATION_HASHSIZE 256
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 //unsigned int hashdepth = 0;
3578 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579 r_glsl_permutation_t *p;
3580 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582 if (p->mode == mode && p->permutation == permutation)
3584 //if (hashdepth > 10)
3585 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3590 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592 p->permutation = permutation;
3593 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594 r_glsl_permutationhash[mode][hashindex] = p;
3595 //if (hashdepth > 10)
3596 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 if (!filename || !filename[0])
3605 if (!strcmp(filename, "glsl/default.glsl"))
3607 if (!glslshaderstring)
3609 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610 if (glslshaderstring)
3611 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613 glslshaderstring = (char *)builtinshaderstring;
3615 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617 return shaderstring;
3619 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622 if (printfromdisknotice)
3623 Con_DPrintf("from disk %s... ", filename);
3624 return shaderstring;
3626 return shaderstring;
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633 int vertstrings_count = 0;
3634 int geomstrings_count = 0;
3635 int fragstrings_count = 0;
3636 char *vertexstring, *geometrystring, *fragmentstring;
3637 const char *vertstrings_list[32+3];
3638 const char *geomstrings_list[32+3];
3639 const char *fragstrings_list[32+3];
3640 char permutationname[256];
3647 permutationname[0] = 0;
3648 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654 // the first pretext is which type of shader to compile as
3655 // (later these will all be bound together as a program object)
3656 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660 // the second pretext is the mode (for example a light source)
3661 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666 // now add all the permutation pretexts
3667 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669 if (permutation & (1<<i))
3671 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3678 // keep line numbers correct
3679 vertstrings_list[vertstrings_count++] = "\n";
3680 geomstrings_list[geomstrings_count++] = "\n";
3681 fragstrings_list[fragstrings_count++] = "\n";
3685 // now append the shader text itself
3686 vertstrings_list[vertstrings_count++] = vertexstring;
3687 geomstrings_list[geomstrings_count++] = geometrystring;
3688 fragstrings_list[fragstrings_count++] = fragmentstring;
3690 // if any sources were NULL, clear the respective list
3692 vertstrings_count = 0;
3693 if (!geometrystring)
3694 geomstrings_count = 0;
3695 if (!fragmentstring)
3696 fragstrings_count = 0;
3698 // compile the shader program
3699 if (vertstrings_count + geomstrings_count + fragstrings_count)
3700 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3704 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705 // look up all the uniform variable names we care about, so we don't
3706 // have to look them up every time we set them
3708 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3709 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3710 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3713 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3740 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3742 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3745 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3746 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3747 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3755 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3756 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3758 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3761 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3762 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3763 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3765 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3766 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3769 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3770 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3776 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3777 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3778 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3779 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3780 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3782 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3783 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3784 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3790 // initialize the samplers to refer to the texture units we use
3791 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3792 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3793 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3794 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3795 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3796 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3797 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3798 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3802 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3803 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3804 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3806 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3807 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3808 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3809 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3810 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3811 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3812 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3814 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3817 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3819 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3821 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3823 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3830 Mem_Free(vertexstring);
3832 Mem_Free(geometrystring);
3834 Mem_Free(fragmentstring);
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840 if (r_glsl_permutation != perm)
3842 r_glsl_permutation = perm;
3843 if (!r_glsl_permutation->program)
3845 if (!r_glsl_permutation->compiled)
3846 R_GLSL_CompilePermutation(perm, mode, permutation);
3847 if (!r_glsl_permutation->program)
3849 // remove features until we find a valid permutation
3851 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853 // reduce i more quickly whenever it would not remove any bits
3854 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855 if (!(permutation & j))
3858 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859 if (!r_glsl_permutation->compiled)
3860 R_GLSL_CompilePermutation(perm, mode, permutation);
3861 if (r_glsl_permutation->program)
3864 if (i >= SHADERPERMUTATION_COUNT)
3866 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868 qglUseProgramObjectARB(0);CHECKGLERROR
3869 return; // no bit left to clear, entire mode is broken
3874 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3886 /// hash lookup data
3887 struct r_cg_permutation_s *hashnext;
3889 unsigned int permutation;
3891 /// indicates if we have tried compiling this permutation already
3893 /// 0 if compilation failed
3896 /// locations of detected parameters in programs, or NULL if not found
3897 CGparameter vp_EyePosition;
3898 CGparameter vp_FogPlane;
3899 CGparameter vp_LightDir;
3900 CGparameter vp_LightPosition;
3901 CGparameter vp_ModelToLight;
3902 CGparameter vp_TexMatrix;
3903 CGparameter vp_BackgroundTexMatrix;
3904 CGparameter vp_ModelViewProjectionMatrix;
3905 CGparameter vp_ModelViewMatrix;
3906 CGparameter vp_ShadowMapMatrix;
3908 CGparameter fp_Texture_First;
3909 CGparameter fp_Texture_Second;
3910 CGparameter fp_Texture_GammaRamps;
3911 CGparameter fp_Texture_Normal;
3912 CGparameter fp_Texture_Color;
3913 CGparameter fp_Texture_Gloss;
3914 CGparameter fp_Texture_Glow;
3915 CGparameter fp_Texture_SecondaryNormal;
3916 CGparameter fp_Texture_SecondaryColor;
3917 CGparameter fp_Texture_SecondaryGloss;
3918 CGparameter fp_Texture_SecondaryGlow;
3919 CGparameter fp_Texture_Pants;
3920 CGparameter fp_Texture_Shirt;
3921 CGparameter fp_Texture_FogHeightTexture;
3922 CGparameter fp_Texture_FogMask;
3923 CGparameter fp_Texture_Lightmap;
3924 CGparameter fp_Texture_Deluxemap;
3925 CGparameter fp_Texture_Attenuation;
3926 CGparameter fp_Texture_Cube;
3927 CGparameter fp_Texture_Refraction;
3928 CGparameter fp_Texture_Reflection;
3929 CGparameter fp_Texture_ShadowMapRect;
3930 CGparameter fp_Texture_ShadowMapCube;
3931 CGparameter fp_Texture_ShadowMap2D;
3932 CGparameter fp_Texture_CubeProjection;
3933 CGparameter fp_Texture_ScreenDepth;
3934 CGparameter fp_Texture_ScreenNormalMap;
3935 CGparameter fp_Texture_ScreenDiffuse;
3936 CGparameter fp_Texture_ScreenSpecular;
3937 CGparameter fp_Texture_ReflectMask;
3938 CGparameter fp_Texture_ReflectCube;
3939 CGparameter fp_Alpha;
3940 CGparameter fp_BloomBlur_Parameters;
3941 CGparameter fp_ClientTime;
3942 CGparameter fp_Color_Ambient;
3943 CGparameter fp_Color_Diffuse;
3944 CGparameter fp_Color_Specular;
3945 CGparameter fp_Color_Glow;
3946 CGparameter fp_Color_Pants;
3947 CGparameter fp_Color_Shirt;
3948 CGparameter fp_DeferredColor_Ambient;
3949 CGparameter fp_DeferredColor_Diffuse;
3950 CGparameter fp_DeferredColor_Specular;
3951 CGparameter fp_DeferredMod_Diffuse;
3952 CGparameter fp_DeferredMod_Specular;
3953 CGparameter fp_DistortScaleRefractReflect;
3954 CGparameter fp_EyePosition;
3955 CGparameter fp_FogColor;
3956 CGparameter fp_FogHeightFade;
3957 CGparameter fp_FogPlane;
3958 CGparameter fp_FogPlaneViewDist;
3959 CGparameter fp_FogRangeRecip;
3960 CGparameter fp_LightColor;
3961 CGparameter fp_LightDir;
3962 CGparameter fp_LightPosition;
3963 CGparameter fp_OffsetMapping_Scale;
3964 CGparameter fp_PixelSize;
3965 CGparameter fp_ReflectColor;
3966 CGparameter fp_ReflectFactor;
3967 CGparameter fp_ReflectOffset;
3968 CGparameter fp_RefractColor;
3969 CGparameter fp_Saturation;
3970 CGparameter fp_ScreenCenterRefractReflect;
3971 CGparameter fp_ScreenScaleRefractReflect;
3972 CGparameter fp_ScreenToDepth;
3973 CGparameter fp_ShadowMap_Parameters;
3974 CGparameter fp_ShadowMap_TextureScale;
3975 CGparameter fp_SpecularPower;
3976 CGparameter fp_UserVec1;
3977 CGparameter fp_UserVec2;
3978 CGparameter fp_UserVec3;
3979 CGparameter fp_UserVec4;
3980 CGparameter fp_ViewTintColor;
3981 CGparameter fp_ViewToLight;
3982 CGparameter fp_PixelToScreenTexCoord;
3983 CGparameter fp_ModelToReflectCube;
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3994 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 //unsigned int hashdepth = 0;
3999 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000 r_cg_permutation_t *p;
4001 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003 if (p->mode == mode && p->permutation == permutation)
4005 //if (hashdepth > 10)
4006 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4011 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013 p->permutation = permutation;
4014 p->hashnext = r_cg_permutationhash[mode][hashindex];
4015 r_cg_permutationhash[mode][hashindex] = p;
4016 //if (hashdepth > 10)
4017 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 if (!filename || !filename[0])
4026 if (!strcmp(filename, "cg/default.cg"))
4028 if (!cgshaderstring)
4030 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034 cgshaderstring = (char *)builtincgshaderstring;
4036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038 return shaderstring;
4040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043 if (printfromdisknotice)
4044 Con_DPrintf("from disk %s... ", filename);
4045 return shaderstring;
4047 return shaderstring;
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 // TODO: load or create .fp and .vp shader files
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059 int vertstrings_count = 0, vertstring_length = 0;
4060 int geomstrings_count = 0, geomstring_length = 0;
4061 int fragstrings_count = 0, fragstring_length = 0;
4063 char *vertexstring, *geometrystring, *fragmentstring;
4064 char *vertstring, *geomstring, *fragstring;
4065 const char *vertstrings_list[32+3];
4066 const char *geomstrings_list[32+3];
4067 const char *fragstrings_list[32+3];
4068 char permutationname[256];
4069 char cachename[256];
4070 CGprofile vertexProfile;
4071 CGprofile fragmentProfile;
4079 permutationname[0] = 0;
4081 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4082 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086 strlcat(cachename, "cg/", sizeof(cachename));
4088 // the first pretext is which type of shader to compile as
4089 // (later these will all be bound together as a program object)
4090 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094 // the second pretext is the mode (for example a light source)
4095 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099 strlcat(cachename, modeinfo->name, sizeof(cachename));
4101 // now add all the permutation pretexts
4102 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104 if (permutation & (1<<i))
4106 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4114 // keep line numbers correct
4115 vertstrings_list[vertstrings_count++] = "\n";
4116 geomstrings_list[geomstrings_count++] = "\n";
4117 fragstrings_list[fragstrings_count++] = "\n";
4121 // replace spaces in the cachename with _ characters
4122 for (i = 0;cachename[i];i++)
4123 if (cachename[i] == ' ')
4126 // now append the shader text itself
4127 vertstrings_list[vertstrings_count++] = vertexstring;
4128 geomstrings_list[geomstrings_count++] = geometrystring;
4129 fragstrings_list[fragstrings_count++] = fragmentstring;
4131 // if any sources were NULL, clear the respective list
4133 vertstrings_count = 0;
4134 if (!geometrystring)
4135 geomstrings_count = 0;
4136 if (!fragmentstring)
4137 fragstrings_count = 0;
4139 vertstring_length = 0;
4140 for (i = 0;i < vertstrings_count;i++)
4141 vertstring_length += strlen(vertstrings_list[i]);
4142 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146 geomstring_length = 0;
4147 for (i = 0;i < geomstrings_count;i++)
4148 geomstring_length += strlen(geomstrings_list[i]);
4149 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153 fragstring_length = 0;
4154 for (i = 0;i < fragstrings_count;i++)
4155 fragstring_length += strlen(fragstrings_list[i]);
4156 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4162 //vertexProfile = CG_PROFILE_ARBVP1;
4163 //fragmentProfile = CG_PROFILE_ARBFP1;
4164 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171 // try to load the cached shader, or generate one
4172 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174 // if caching failed, do a dynamic compile for now
4176 if (vertstring[0] && !p->vprogram)
4177 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179 if (fragstring[0] && !p->fprogram)
4180 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183 // look up all the uniform variable names we care about, so we don't
4184 // have to look them up every time we set them
4188 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4191 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4192 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4193 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4194 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4208 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4239 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4241 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4254 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4255 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4257 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4260 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4261 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4262 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4264 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4268 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4269 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4276 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4277 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4278 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4279 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4286 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4293 Mem_Free(vertstring);
4295 Mem_Free(geomstring);
4297 Mem_Free(fragstring);
4299 Mem_Free(vertexstring);
4301 Mem_Free(geometrystring);
4303 Mem_Free(fragmentstring);
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311 if (r_cg_permutation != perm)
4313 r_cg_permutation = perm;
4314 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316 if (!r_cg_permutation->compiled)
4317 R_CG_CompilePermutation(perm, mode, permutation);
4318 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320 // remove features until we find a valid permutation
4322 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324 // reduce i more quickly whenever it would not remove any bits
4325 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326 if (!(permutation & j))
4329 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330 if (!r_cg_permutation->compiled)
4331 R_CG_CompilePermutation(perm, mode, permutation);
4332 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335 if (i >= SHADERPERMUTATION_COUNT)
4337 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339 return; // no bit left to clear, entire mode is broken
4345 if (r_cg_permutation->vprogram)
4347 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4353 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 if (r_cg_permutation->fprogram)
4358 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4364 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 cgGLSetTextureParameter(param, R_GetTexture(tex));
4377 cgGLEnableTextureParameter(param);
4381 void R_GLSL_Restart_f(void)
4383 unsigned int i, limit;
4384 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385 Mem_Free(glslshaderstring);
4386 glslshaderstring = NULL;
4387 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388 Mem_Free(cgshaderstring);
4389 cgshaderstring = NULL;
4390 switch(vid.renderpath)
4392 case RENDERPATH_GL20:
4394 r_glsl_permutation_t *p;
4395 r_glsl_permutation = NULL;
4396 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397 for (i = 0;i < limit;i++)
4399 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401 GL_Backend_FreeProgram(p->program);
4402 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408 case RENDERPATH_CGGL:
4411 r_cg_permutation_t *p;
4412 r_cg_permutation = NULL;
4413 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418 for (i = 0;i < limit;i++)
4420 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423 cgDestroyProgram(p->vprogram);
4425 cgDestroyProgram(p->fprogram);
4426 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4433 case RENDERPATH_GL13:
4434 case RENDERPATH_GL11:
4439 void R_GLSL_DumpShader_f(void)
4444 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447 FS_Print(file, "/* The engine may define the following macros:\n");
4448 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449 for (i = 0;i < SHADERMODE_COUNT;i++)
4450 FS_Print(file, glslshadermodeinfo[i].pretext);
4451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452 FS_Print(file, shaderpermutationinfo[i].pretext);
4453 FS_Print(file, "*/\n");
4454 FS_Print(file, builtinshaderstring);
4456 Con_Printf("glsl/default.glsl written\n");
4459 Con_Printf("failed to write to glsl/default.glsl\n");
4462 file = FS_OpenRealFile("cg/default.cg", "w", false);
4465 FS_Print(file, "/* The engine may define the following macros:\n");
4466 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467 for (i = 0;i < SHADERMODE_COUNT;i++)
4468 FS_Print(file, cgshadermodeinfo[i].pretext);
4469 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470 FS_Print(file, shaderpermutationinfo[i].pretext);
4471 FS_Print(file, "*/\n");
4472 FS_Print(file, builtincgshaderstring);
4474 Con_Printf("cg/default.cg written\n");
4477 Con_Printf("failed to write to cg/default.cg\n");
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 texturemode = GL_MODULATE;
4485 switch (vid.renderpath)
4487 case RENDERPATH_GL20:
4488 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4489 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492 case RENDERPATH_CGGL:
4495 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4496 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 case RENDERPATH_GL13:
4501 R_Mesh_TexBind(0, first );
4502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503 R_Mesh_TexBind(1, second);
4505 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507 case RENDERPATH_GL11:
4508 R_Mesh_TexBind(0, first );
4513 void R_SetupShader_DepthOrShadow(void)
4515 switch (vid.renderpath)
4517 case RENDERPATH_GL20:
4518 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520 case RENDERPATH_CGGL:
4522 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 case RENDERPATH_GL13:
4526 R_Mesh_TexBind(0, 0);
4527 R_Mesh_TexBind(1, 0);
4529 case RENDERPATH_GL11:
4530 R_Mesh_TexBind(0, 0);
4535 void R_SetupShader_ShowDepth(void)
4537 switch (vid.renderpath)
4539 case RENDERPATH_GL20:
4540 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542 case RENDERPATH_CGGL:
4544 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 case RENDERPATH_GL13:
4549 case RENDERPATH_GL11:
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 GL_AlphaTest(false);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4605 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4607 if (r_glsl_offsetmapping.integer)
4609 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4615 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616 if (r_glsl_offsetmapping_reliefmapping.integer)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623 permutation |= SHADERPERMUTATION_ALPHAKILL;
4624 // normalmap (deferred prepass), may use alpha test on diffuse
4625 mode = SHADERMODE_DEFERREDGEOMETRY;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 GL_AlphaTest(false);
4629 GL_BlendFunc(GL_ONE, GL_ZERO);
4631 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4633 if (r_glsl_offsetmapping.integer)
4635 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4641 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642 if (r_glsl_offsetmapping_reliefmapping.integer)
4643 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4649 mode = SHADERMODE_LIGHTSOURCE;
4650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653 permutation |= SHADERPERMUTATION_CUBEFILTER;
4654 if (diffusescale > 0)
4655 permutation |= SHADERPERMUTATION_DIFFUSE;
4656 if (specularscale > 0)
4658 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659 if (r_shadow_glossexact.integer)
4660 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4662 if (r_refdef.fogenabled)
4663 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664 if (rsurface.texture->colormapping)
4665 permutation |= SHADERPERMUTATION_COLORMAPPING;
4666 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4668 if (r_shadow_usingshadowmaprect)
4669 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670 if (r_shadow_usingshadowmap2d)
4671 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672 if (r_shadow_usingshadowmapcube)
4673 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674 else if(r_shadow_shadowmapvsdct)
4675 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4677 if (r_shadow_shadowmapsampler)
4678 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679 if (r_shadow_shadowmappcf > 1)
4680 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681 else if (r_shadow_shadowmappcf)
4682 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4684 if (rsurface.texture->reflectmasktexture)
4685 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4689 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4691 if (r_glsl_offsetmapping.integer)
4693 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4699 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700 if (r_glsl_offsetmapping_reliefmapping.integer)
4701 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4704 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706 // unshaded geometry (fullbright or ambient model lighting)
4707 mode = SHADERMODE_FLATCOLOR;
4708 ambientscale = diffusescale = specularscale = 0;
4709 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710 permutation |= SHADERPERMUTATION_GLOW;
4711 if (r_refdef.fogenabled)
4712 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713 if (rsurface.texture->colormapping)
4714 permutation |= SHADERPERMUTATION_COLORMAPPING;
4715 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4717 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718 if (r_shadow_usingshadowmaprect)
4719 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720 if (r_shadow_usingshadowmap2d)
4721 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4723 if (r_shadow_shadowmapsampler)
4724 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725 if (r_shadow_shadowmappcf > 1)
4726 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727 else if (r_shadow_shadowmappcf)
4728 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4730 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731 permutation |= SHADERPERMUTATION_REFLECTION;
4732 if (rsurface.texture->reflectmasktexture)
4733 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4737 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4739 if (r_glsl_offsetmapping.integer)
4741 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4747 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748 if (r_glsl_offsetmapping_reliefmapping.integer)
4749 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754 // directional model lighting
4755 mode = SHADERMODE_LIGHTDIRECTION;
4756 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757 permutation |= SHADERPERMUTATION_GLOW;
4758 permutation |= SHADERPERMUTATION_DIFFUSE;
4759 if (specularscale > 0)
4761 permutation |= SHADERPERMUTATION_SPECULAR;
4762 if (r_shadow_glossexact.integer)
4763 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4765 if (r_refdef.fogenabled)
4766 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767 if (rsurface.texture->colormapping)
4768 permutation |= SHADERPERMUTATION_COLORMAPPING;
4769 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4771 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772 if (r_shadow_usingshadowmaprect)
4773 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774 if (r_shadow_usingshadowmap2d)
4775 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4777 if (r_shadow_shadowmapsampler)
4778 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779 if (r_shadow_shadowmappcf > 1)
4780 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781 else if (r_shadow_shadowmappcf)
4782 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785 permutation |= SHADERPERMUTATION_REFLECTION;
4786 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788 if (rsurface.texture->reflectmasktexture)
4789 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4793 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4795 if (r_glsl_offsetmapping.integer)
4797 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4803 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804 if (r_glsl_offsetmapping_reliefmapping.integer)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4808 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810 // ambient model lighting
4811 mode = SHADERMODE_LIGHTDIRECTION;
4812 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813 permutation |= SHADERPERMUTATION_GLOW;
4814 if (r_refdef.fogenabled)
4815 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816 if (rsurface.texture->colormapping)
4817 permutation |= SHADERPERMUTATION_COLORMAPPING;
4818 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4820 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821 if (r_shadow_usingshadowmaprect)
4822 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823 if (r_shadow_usingshadowmap2d)
4824 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4826 if (r_shadow_shadowmapsampler)
4827 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828 if (r_shadow_shadowmappcf > 1)
4829 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830 else if (r_shadow_shadowmappcf)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4833 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834 permutation |= SHADERPERMUTATION_REFLECTION;
4835 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837 if (rsurface.texture->reflectmasktexture)
4838 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4844 if (r_glsl_offsetmapping.integer)
4846 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4852 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853 if (r_glsl_offsetmapping_reliefmapping.integer)
4854 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4857 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4860 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861 permutation |= SHADERPERMUTATION_GLOW;
4862 if (r_refdef.fogenabled)
4863 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864 if (rsurface.texture->colormapping)
4865 permutation |= SHADERPERMUTATION_COLORMAPPING;
4866 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4868 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869 if (r_shadow_usingshadowmaprect)
4870 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871 if (r_shadow_usingshadowmap2d)
4872 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4874 if (r_shadow_shadowmapsampler)
4875 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876 if (r_shadow_shadowmappcf > 1)
4877 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878 else if (r_shadow_shadowmappcf)
4879 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4881 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882 permutation |= SHADERPERMUTATION_REFLECTION;
4883 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885 if (rsurface.texture->reflectmasktexture)
4886 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4889 // deluxemapping (light direction texture)
4890 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4893 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894 permutation |= SHADERPERMUTATION_DIFFUSE;
4895 if (specularscale > 0)
4897 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898 if (r_shadow_glossexact.integer)
4899 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4902 else if (r_glsl_deluxemapping.integer >= 2)
4904 // fake deluxemapping (uniform light direction in tangentspace)
4905 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906 permutation |= SHADERPERMUTATION_DIFFUSE;
4907 if (specularscale > 0)
4909 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910 if (r_shadow_glossexact.integer)
4911 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4914 else if (rsurface.uselightmaptexture)
4916 // ordinary lightmapping (q1bsp, q3bsp)
4917 mode = SHADERMODE_LIGHTMAP;
4921 // ordinary vertex coloring (q3bsp)
4922 mode = SHADERMODE_VERTEXCOLOR;
4924 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4927 switch(vid.renderpath)
4929 case RENDERPATH_GL20:
4930 if (gl_mesh_separatearrays.integer)
4932 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4943 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4946 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948 if (mode == SHADERMODE_LIGHTSOURCE)
4950 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4954 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4955 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4957 // additive passes are only darkened by fog, not tinted
4958 if (r_glsl_permutation->loc_FogColor >= 0)
4959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4964 if (mode == SHADERMODE_FLATCOLOR)
4966 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4968 else if (mode == SHADERMODE_LIGHTDIRECTION)
4970 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4971 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4972 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4973 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4974 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4975 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4976 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4980 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4981 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4982 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4983 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4984 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4986 // additive passes are only darkened by fog, not tinted
4987 if (r_glsl_permutation->loc_FogColor >= 0)
4989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4992 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4994 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4995 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4996 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4997 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5003 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5007 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5009 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012 if (r_glsl_permutation->loc_Color_Pants >= 0)
5014 if (rsurface.texture->pantstexture)
5015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5021 if (rsurface.texture->shirttexture)
5022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5026 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5027 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5032 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5034 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5035 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5036 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5037 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5038 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5039 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5040 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5041 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5042 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5044 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5045 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5046 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5047 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5048 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5050 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5051 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5052 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5053 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5054 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5055 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5056 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5057 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5058 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5059 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5060 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5062 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5063 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5064 if (rsurface.rtlight)
5066 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5067 if (r_shadow_usingshadowmapcube)
5068 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5074 case RENDERPATH_CGGL:
5076 if (gl_mesh_separatearrays.integer)
5078 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5089 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5092 R_SetupShader_SetPermutationCG(mode, permutation);
5093 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094 if (mode == SHADERMODE_LIGHTSOURCE)
5096 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5101 if (mode == SHADERMODE_LIGHTDIRECTION)
5103 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5106 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5113 if (mode == SHADERMODE_LIGHTSOURCE)
5115 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5118 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5119 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5121 // additive passes are only darkened by fog, not tinted
5122 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5127 if (mode == SHADERMODE_FLATCOLOR)
5129 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5131 else if (mode == SHADERMODE_LIGHTDIRECTION)
5133 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5134 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5135 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5136 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5137 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5138 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5139 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5143 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5144 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5145 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5146 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5147 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5149 // additive passes are only darkened by fog, not tinted
5150 if (r_cg_permutation->fp_FogColor)
5152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5155 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5158 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5159 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5160 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5161 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5167 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5168 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5169 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172 if (r_cg_permutation->fp_Color_Pants)
5174 if (rsurface.texture->pantstexture)
5175 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5177 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5180 if (r_cg_permutation->fp_Color_Shirt)
5182 if (rsurface.texture->shirttexture)
5183 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5185 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5188 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5189 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5194 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5196 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5197 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5198 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5199 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5209 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5210 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5211 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5212 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5221 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5222 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5224 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5225 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5226 if (rsurface.rtlight)
5228 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5229 if (r_shadow_usingshadowmapcube)
5230 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5238 case RENDERPATH_GL13:
5239 case RENDERPATH_GL11:
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5246 // select a permutation of the lighting shader appropriate to this
5247 // combination of texture, entity, light source, and fogging, only use the
5248 // minimum features necessary to avoid wasting rendering time in the
5249 // fragment shader on features that are not being used
5250 unsigned int permutation = 0;
5251 unsigned int mode = 0;
5252 const float *lightcolorbase = rtlight->currentcolor;
5253 float ambientscale = rtlight->ambientscale;
5254 float diffusescale = rtlight->diffusescale;
5255 float specularscale = rtlight->specularscale;
5256 // this is the location of the light in view space
5257 vec3_t viewlightorigin;
5258 // this transforms from view space (camera) to light space (cubemap)
5259 matrix4x4_t viewtolight;
5260 matrix4x4_t lighttoview;
5261 float viewtolight16f[16];
5262 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5264 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265 if (rtlight->currentcubemap != r_texture_whitecube)
5266 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267 if (diffusescale > 0)
5268 permutation |= SHADERPERMUTATION_DIFFUSE;
5269 if (specularscale > 0)
5271 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272 if (r_shadow_glossexact.integer)
5273 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5275 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5277 if (r_shadow_usingshadowmaprect)
5278 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279 if (r_shadow_usingshadowmap2d)
5280 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281 if (r_shadow_usingshadowmapcube)
5282 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283 else if(r_shadow_shadowmapvsdct)
5284 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5286 if (r_shadow_shadowmapsampler)
5287 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288 if (r_shadow_shadowmappcf > 1)
5289 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290 else if (r_shadow_shadowmappcf)
5291 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5293 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297 switch(vid.renderpath)
5299 case RENDERPATH_GL20:
5300 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5303 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
5304 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
5305 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5306 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5307 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5308 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5309 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5310 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5312 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5313 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5314 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5315 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5316 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5317 if (r_shadow_usingshadowmapcube)
5318 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5320 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5322 case RENDERPATH_CGGL:
5324 R_SetupShader_SetPermutationCG(mode, permutation);
5325 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5328 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5329 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5330 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5331 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5332 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5333 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5334 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5336 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5337 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5340 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5341 if (r_shadow_usingshadowmapcube)
5342 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5344 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5347 case RENDERPATH_GL13:
5348 case RENDERPATH_GL11:
5353 #define SKINFRAME_HASH 1024
5357 int loadsequence; // incremented each level change
5358 memexpandablearray_t array;
5359 skinframe_t *hash[SKINFRAME_HASH];
5362 r_skinframe_t r_skinframe;
5364 void R_SkinFrame_PrepareForPurge(void)
5366 r_skinframe.loadsequence++;
5367 // wrap it without hitting zero
5368 if (r_skinframe.loadsequence >= 200)
5369 r_skinframe.loadsequence = 1;
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5376 // mark the skinframe as used for the purging code
5377 skinframe->loadsequence = r_skinframe.loadsequence;
5380 void R_SkinFrame_Purge(void)
5384 for (i = 0;i < SKINFRAME_HASH;i++)
5386 for (s = r_skinframe.hash[i];s;s = s->next)
5388 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5390 if (s->merged == s->base)
5392 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393 R_PurgeTexture(s->stain );s->stain = NULL;
5394 R_PurgeTexture(s->merged);s->merged = NULL;
5395 R_PurgeTexture(s->base );s->base = NULL;
5396 R_PurgeTexture(s->pants );s->pants = NULL;
5397 R_PurgeTexture(s->shirt );s->shirt = NULL;
5398 R_PurgeTexture(s->nmap );s->nmap = NULL;
5399 R_PurgeTexture(s->gloss );s->gloss = NULL;
5400 R_PurgeTexture(s->glow );s->glow = NULL;
5401 R_PurgeTexture(s->fog );s->fog = NULL;
5402 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403 s->loadsequence = 0;
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5411 char basename[MAX_QPATH];
5413 Image_StripImageExtension(name, basename, sizeof(basename));
5415 if( last == NULL ) {
5417 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418 item = r_skinframe.hash[hashindex];
5423 // linearly search through the hash bucket
5424 for( ; item ; item = item->next ) {
5425 if( !strcmp( item->basename, basename ) ) {
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5436 char basename[MAX_QPATH];
5438 Image_StripImageExtension(name, basename, sizeof(basename));
5440 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5446 rtexture_t *dyntexture;
5447 // check whether its a dynamic texture
5448 dyntexture = CL_GetDynTexture( basename );
5449 if (!add && !dyntexture)
5451 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452 memset(item, 0, sizeof(*item));
5453 strlcpy(item->basename, basename, sizeof(item->basename));
5454 item->base = dyntexture; // either NULL or dyntexture handle
5455 item->textureflags = textureflags;
5456 item->comparewidth = comparewidth;
5457 item->compareheight = compareheight;
5458 item->comparecrc = comparecrc;
5459 item->next = r_skinframe.hash[hashindex];
5460 r_skinframe.hash[hashindex] = item;
5462 else if( item->base == NULL )
5464 rtexture_t *dyntexture;
5465 // check whether its a dynamic texture
5466 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5467 dyntexture = CL_GetDynTexture( basename );
5468 item->base = dyntexture; // either NULL or dyntexture handle
5471 R_SkinFrame_MarkUsed(item);
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5477 unsigned long long avgcolor[5], wsum; \
5485 for(pix = 0; pix < cnt; ++pix) \
5488 for(comp = 0; comp < 3; ++comp) \
5490 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5493 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5495 for(comp = 0; comp < 3; ++comp) \
5496 avgcolor[comp] += getpixel * w; \
5499 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500 avgcolor[4] += getpixel; \
5502 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5504 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5510 extern cvar_t gl_picmip;
5511 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5514 unsigned char *pixels;
5515 unsigned char *bumppixels;
5516 unsigned char *basepixels = NULL;
5517 int basepixels_width = 0;
5518 int basepixels_height = 0;
5519 skinframe_t *skinframe;
5520 rtexture_t *ddsbase = NULL;
5521 qboolean ddshasalpha = false;
5522 float ddsavgcolor[4];
5523 char basename[MAX_QPATH];
5524 int miplevel = R_PicmipForFlags(textureflags);
5525 int savemiplevel = miplevel;
5528 if (cls.state == ca_dedicated)
5531 // return an existing skinframe if already loaded
5532 // if loading of the first image fails, don't make a new skinframe as it
5533 // would cause all future lookups of this to be missing
5534 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535 if (skinframe && skinframe->base)
5538 Image_StripImageExtension(name, basename, sizeof(basename));
5540 // check for DDS texture file first
5541 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5543 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5544 if (basepixels == NULL)
5548 // FIXME handle miplevel
5550 if (developer_loading.integer)
5551 Con_Printf("loading skin \"%s\"\n", name);
5553 // we've got some pixels to store, so really allocate this new texture now
5555 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5556 skinframe->stain = NULL;
5557 skinframe->merged = NULL;
5558 skinframe->base = NULL;
5559 skinframe->pants = NULL;
5560 skinframe->shirt = NULL;
5561 skinframe->nmap = NULL;
5562 skinframe->gloss = NULL;
5563 skinframe->glow = NULL;
5564 skinframe->fog = NULL;
5565 skinframe->reflect = NULL;
5566 skinframe->hasalpha = false;
5570 skinframe->base = ddsbase;
5571 skinframe->hasalpha = ddshasalpha;
5572 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5573 if (r_loadfog && skinframe->hasalpha)
5574 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5575 //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]);
5579 basepixels_width = image_width;
5580 basepixels_height = image_height;
5581 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5582 if (textureflags & TEXF_ALPHA)
5584 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5586 if (basepixels[j] < 255)
5588 skinframe->hasalpha = true;
5592 if (r_loadfog && skinframe->hasalpha)
5594 // has transparent pixels
5595 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5596 for (j = 0;j < image_width * image_height * 4;j += 4)
5601 pixels[j+3] = basepixels[j+3];
5603 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5607 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5608 //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]);
5609 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5610 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5611 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5612 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5617 if (r_loadnormalmap)
5618 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5619 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5621 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5622 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5623 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5624 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5627 // _norm is the name used by tenebrae and has been adopted as standard
5628 if (r_loadnormalmap && skinframe->nmap == NULL)
5630 mymiplevel = savemiplevel;
5631 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5633 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5637 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5639 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5640 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5641 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5643 Mem_Free(bumppixels);
5645 else if (r_shadow_bumpscale_basetexture.value > 0)
5647 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5648 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5649 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5652 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5653 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5656 // _luma is supported only for tenebrae compatibility
5657 // _glow is the preferred name
5658 mymiplevel = savemiplevel;
5659 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5661 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5662 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5663 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5664 Mem_Free(pixels);pixels = NULL;
5667 mymiplevel = savemiplevel;
5668 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5670 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5671 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5672 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5677 mymiplevel = savemiplevel;
5678 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5680 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5681 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5682 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5687 mymiplevel = savemiplevel;
5688 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5690 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5691 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5692 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5697 mymiplevel = savemiplevel;
5698 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5700 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5701 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5702 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5708 Mem_Free(basepixels);
5713 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5714 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5717 unsigned char *temp1, *temp2;
5718 skinframe_t *skinframe;
5720 if (cls.state == ca_dedicated)
5723 // if already loaded just return it, otherwise make a new skinframe
5724 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5725 if (skinframe && skinframe->base)
5728 skinframe->stain = NULL;
5729 skinframe->merged = NULL;
5730 skinframe->base = NULL;
5731 skinframe->pants = NULL;
5732 skinframe->shirt = NULL;
5733 skinframe->nmap = NULL;
5734 skinframe->gloss = NULL;
5735 skinframe->glow = NULL;
5736 skinframe->fog = NULL;
5737 skinframe->reflect = NULL;
5738 skinframe->hasalpha = false;
5740 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5744 if (developer_loading.integer)
5745 Con_Printf("loading 32bit skin \"%s\"\n", name);
5747 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5749 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5750 temp2 = temp1 + width * height * 4;
5751 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5752 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5755 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5756 if (textureflags & TEXF_ALPHA)
5758 for (i = 3;i < width * height * 4;i += 4)
5760 if (skindata[i] < 255)
5762 skinframe->hasalpha = true;
5766 if (r_loadfog && skinframe->hasalpha)
5768 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5769 memcpy(fogpixels, skindata, width * height * 4);
5770 for (i = 0;i < width * height * 4;i += 4)
5771 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5772 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5773 Mem_Free(fogpixels);
5777 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5778 //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]);
5783 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5787 skinframe_t *skinframe;
5789 if (cls.state == ca_dedicated)
5792 // if already loaded just return it, otherwise make a new skinframe
5793 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5794 if (skinframe && skinframe->base)
5797 skinframe->stain = NULL;
5798 skinframe->merged = NULL;
5799 skinframe->base = NULL;
5800 skinframe->pants = NULL;
5801 skinframe->shirt = NULL;
5802 skinframe->nmap = NULL;
5803 skinframe->gloss = NULL;
5804 skinframe->glow = NULL;
5805 skinframe->fog = NULL;
5806 skinframe->reflect = NULL;
5807 skinframe->hasalpha = false;
5809 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5813 if (developer_loading.integer)
5814 Con_Printf("loading quake skin \"%s\"\n", name);
5816 // 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)
5817 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5818 memcpy(skinframe->qpixels, skindata, width*height);
5819 skinframe->qwidth = width;
5820 skinframe->qheight = height;
5823 for (i = 0;i < width * height;i++)
5824 featuresmask |= palette_featureflags[skindata[i]];
5826 skinframe->hasalpha = false;
5827 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5828 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5829 skinframe->qgeneratemerged = true;
5830 skinframe->qgeneratebase = skinframe->qhascolormapping;
5831 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5833 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5834 //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]);
5839 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5843 unsigned char *skindata;
5845 if (!skinframe->qpixels)
5848 if (!skinframe->qhascolormapping)
5849 colormapped = false;
5853 if (!skinframe->qgeneratebase)
5858 if (!skinframe->qgeneratemerged)
5862 width = skinframe->qwidth;
5863 height = skinframe->qheight;
5864 skindata = skinframe->qpixels;
5866 if (skinframe->qgeneratenmap)
5868 unsigned char *temp1, *temp2;
5869 skinframe->qgeneratenmap = false;
5870 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5871 temp2 = temp1 + width * height * 4;
5872 // use either a custom palette or the quake palette
5873 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5874 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5875 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5879 if (skinframe->qgenerateglow)
5881 skinframe->qgenerateglow = false;
5882 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5887 skinframe->qgeneratebase = false;
5888 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5889 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5890 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5894 skinframe->qgeneratemerged = false;
5895 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5898 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5900 Mem_Free(skinframe->qpixels);
5901 skinframe->qpixels = NULL;
5905 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)
5908 skinframe_t *skinframe;
5910 if (cls.state == ca_dedicated)
5913 // if already loaded just return it, otherwise make a new skinframe
5914 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5915 if (skinframe && skinframe->base)
5918 skinframe->stain = NULL;
5919 skinframe->merged = NULL;
5920 skinframe->base = NULL;
5921 skinframe->pants = NULL;
5922 skinframe->shirt = NULL;
5923 skinframe->nmap = NULL;
5924 skinframe->gloss = NULL;
5925 skinframe->glow = NULL;
5926 skinframe->fog = NULL;
5927 skinframe->reflect = NULL;
5928 skinframe->hasalpha = false;
5930 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5934 if (developer_loading.integer)
5935 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5937 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5938 if (textureflags & TEXF_ALPHA)
5940 for (i = 0;i < width * height;i++)
5942 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5944 skinframe->hasalpha = true;
5948 if (r_loadfog && skinframe->hasalpha)
5949 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5952 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5953 //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]);
5958 skinframe_t *R_SkinFrame_LoadMissing(void)
5960 skinframe_t *skinframe;
5962 if (cls.state == ca_dedicated)
5965 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5966 skinframe->stain = NULL;
5967 skinframe->merged = NULL;
5968 skinframe->base = NULL;
5969 skinframe->pants = NULL;
5970 skinframe->shirt = NULL;
5971 skinframe->nmap = NULL;
5972 skinframe->gloss = NULL;
5973 skinframe->glow = NULL;
5974 skinframe->fog = NULL;
5975 skinframe->reflect = NULL;
5976 skinframe->hasalpha = false;
5978 skinframe->avgcolor[0] = rand() / RAND_MAX;
5979 skinframe->avgcolor[1] = rand() / RAND_MAX;
5980 skinframe->avgcolor[2] = rand() / RAND_MAX;
5981 skinframe->avgcolor[3] = 1;
5986 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5987 typedef struct suffixinfo_s
5990 qboolean flipx, flipy, flipdiagonal;
5993 static suffixinfo_t suffix[3][6] =
5996 {"px", false, false, false},
5997 {"nx", false, false, false},
5998 {"py", false, false, false},
5999 {"ny", false, false, false},
6000 {"pz", false, false, false},
6001 {"nz", false, false, false}
6004 {"posx", false, false, false},
6005 {"negx", false, false, false},
6006 {"posy", false, false, false},
6007 {"negy", false, false, false},
6008 {"posz", false, false, false},
6009 {"negz", false, false, false}
6012 {"rt", true, false, true},
6013 {"lf", false, true, true},
6014 {"ft", true, true, false},
6015 {"bk", false, false, false},
6016 {"up", true, false, true},
6017 {"dn", true, false, true}
6021 static int componentorder[4] = {0, 1, 2, 3};
6023 rtexture_t *R_LoadCubemap(const char *basename)
6025 int i, j, cubemapsize;
6026 unsigned char *cubemappixels, *image_buffer;
6027 rtexture_t *cubemaptexture;
6029 // must start 0 so the first loadimagepixels has no requested width/height
6031 cubemappixels = NULL;
6032 cubemaptexture = NULL;
6033 // keep trying different suffix groups (posx, px, rt) until one loads
6034 for (j = 0;j < 3 && !cubemappixels;j++)
6036 // load the 6 images in the suffix group
6037 for (i = 0;i < 6;i++)
6039 // generate an image name based on the base and and suffix
6040 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6042 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6044 // an image loaded, make sure width and height are equal
6045 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6047 // if this is the first image to load successfully, allocate the cubemap memory
6048 if (!cubemappixels && image_width >= 1)
6050 cubemapsize = image_width;
6051 // note this clears to black, so unavailable sides are black
6052 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6054 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6056 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);
6059 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6061 Mem_Free(image_buffer);
6065 // if a cubemap loaded, upload it
6068 if (developer_loading.integer)
6069 Con_Printf("loading cubemap \"%s\"\n", basename);
6071 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, -1, NULL);
6072 Mem_Free(cubemappixels);
6076 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6077 if (developer_loading.integer)
6079 Con_Printf("(tried tried images ");
6080 for (j = 0;j < 3;j++)
6081 for (i = 0;i < 6;i++)
6082 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6083 Con_Print(" and was unable to find any of them).\n");
6086 return cubemaptexture;
6089 rtexture_t *R_GetCubemap(const char *basename)
6092 for (i = 0;i < r_texture_numcubemaps;i++)
6093 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6094 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6095 if (i >= MAX_CUBEMAPS)
6096 return r_texture_whitecube;
6097 r_texture_numcubemaps++;
6098 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6099 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6100 return r_texture_cubemaps[i].texture;
6103 void R_FreeCubemaps(void)
6106 for (i = 0;i < r_texture_numcubemaps;i++)
6108 if (developer_loading.integer)
6109 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6110 if (r_texture_cubemaps[i].texture)
6111 R_FreeTexture(r_texture_cubemaps[i].texture);
6113 r_texture_numcubemaps = 0;
6116 void R_Main_FreeViewCache(void)
6118 if (r_refdef.viewcache.entityvisible)
6119 Mem_Free(r_refdef.viewcache.entityvisible);
6120 if (r_refdef.viewcache.world_pvsbits)
6121 Mem_Free(r_refdef.viewcache.world_pvsbits);
6122 if (r_refdef.viewcache.world_leafvisible)
6123 Mem_Free(r_refdef.viewcache.world_leafvisible);
6124 if (r_refdef.viewcache.world_surfacevisible)
6125 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6126 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6129 void R_Main_ResizeViewCache(void)
6131 int numentities = r_refdef.scene.numentities;
6132 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6133 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6134 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6135 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6136 if (r_refdef.viewcache.maxentities < numentities)
6138 r_refdef.viewcache.maxentities = numentities;
6139 if (r_refdef.viewcache.entityvisible)
6140 Mem_Free(r_refdef.viewcache.entityvisible);
6141 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6143 if (r_refdef.viewcache.world_numclusters != numclusters)
6145 r_refdef.viewcache.world_numclusters = numclusters;
6146 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6147 if (r_refdef.viewcache.world_pvsbits)
6148 Mem_Free(r_refdef.viewcache.world_pvsbits);
6149 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6151 if (r_refdef.viewcache.world_numleafs != numleafs)
6153 r_refdef.viewcache.world_numleafs = numleafs;
6154 if (r_refdef.viewcache.world_leafvisible)
6155 Mem_Free(r_refdef.viewcache.world_leafvisible);
6156 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6158 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6160 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6161 if (r_refdef.viewcache.world_surfacevisible)
6162 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6163 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6167 extern rtexture_t *loadingscreentexture;
6168 void gl_main_start(void)
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_fogheighttexture = NULL;
6179 r_texture_gammaramps = NULL;
6180 r_texture_numcubemaps = 0;
6182 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6183 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6185 switch(vid.renderpath)
6187 case RENDERPATH_GL20:
6188 case RENDERPATH_CGGL:
6189 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6190 Cvar_SetValueQuick(&gl_combine, 1);
6191 Cvar_SetValueQuick(&r_glsl, 1);
6192 r_loadnormalmap = true;
6196 case RENDERPATH_GL13:
6197 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6198 Cvar_SetValueQuick(&gl_combine, 1);
6199 Cvar_SetValueQuick(&r_glsl, 0);
6200 r_loadnormalmap = false;
6201 r_loadgloss = false;
6204 case RENDERPATH_GL11:
6205 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6206 Cvar_SetValueQuick(&gl_combine, 0);
6207 Cvar_SetValueQuick(&r_glsl, 0);
6208 r_loadnormalmap = false;
6209 r_loadgloss = false;
6215 R_FrameData_Reset();
6219 memset(r_queries, 0, sizeof(r_queries));
6221 r_qwskincache = NULL;
6222 r_qwskincache_size = 0;
6224 // set up r_skinframe loading system for textures
6225 memset(&r_skinframe, 0, sizeof(r_skinframe));
6226 r_skinframe.loadsequence = 1;
6227 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6229 r_main_texturepool = R_AllocTexturePool();
6230 R_BuildBlankTextures();
6232 if (vid.support.arb_texture_cube_map)
6235 R_BuildNormalizationCube();
6237 r_texture_fogattenuation = NULL;
6238 r_texture_fogheighttexture = NULL;
6239 r_texture_gammaramps = NULL;
6240 //r_texture_fogintensity = NULL;
6241 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6242 memset(&r_waterstate, 0, sizeof(r_waterstate));
6243 r_glsl_permutation = NULL;
6244 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6245 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6246 glslshaderstring = NULL;
6248 r_cg_permutation = NULL;
6249 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6250 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6251 cgshaderstring = NULL;
6253 memset(&r_svbsp, 0, sizeof (r_svbsp));
6255 r_refdef.fogmasktable_density = 0;
6258 void gl_main_shutdown(void)
6261 R_FrameData_Reset();
6263 R_Main_FreeViewCache();
6266 qglDeleteQueriesARB(r_maxqueries, r_queries);
6270 memset(r_queries, 0, sizeof(r_queries));
6272 r_qwskincache = NULL;
6273 r_qwskincache_size = 0;
6275 // clear out the r_skinframe state
6276 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6277 memset(&r_skinframe, 0, sizeof(r_skinframe));
6280 Mem_Free(r_svbsp.nodes);
6281 memset(&r_svbsp, 0, sizeof (r_svbsp));
6282 R_FreeTexturePool(&r_main_texturepool);
6283 loadingscreentexture = NULL;
6284 r_texture_blanknormalmap = NULL;
6285 r_texture_white = NULL;
6286 r_texture_grey128 = NULL;
6287 r_texture_black = NULL;
6288 r_texture_whitecube = NULL;
6289 r_texture_normalizationcube = NULL;
6290 r_texture_fogattenuation = NULL;
6291 r_texture_fogheighttexture = NULL;
6292 r_texture_gammaramps = NULL;
6293 r_texture_numcubemaps = 0;
6294 //r_texture_fogintensity = NULL;
6295 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6296 memset(&r_waterstate, 0, sizeof(r_waterstate));
6297 r_glsl_permutation = NULL;
6298 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6299 glslshaderstring = NULL;
6301 r_cg_permutation = NULL;
6302 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6303 cgshaderstring = NULL;
6308 extern void CL_ParseEntityLump(char *entitystring);
6309 void gl_main_newmap(void)
6311 // FIXME: move this code to client
6312 char *entities, entname[MAX_QPATH];
6314 Mem_Free(r_qwskincache);
6315 r_qwskincache = NULL;
6316 r_qwskincache_size = 0;
6319 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6320 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6322 CL_ParseEntityLump(entities);
6326 if (cl.worldmodel->brush.entities)
6327 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6329 R_Main_FreeViewCache();
6331 R_FrameData_Reset();
6334 void GL_Main_Init(void)
6336 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6338 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6339 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6340 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6341 if (gamemode == GAME_NEHAHRA)
6343 Cvar_RegisterVariable (&gl_fogenable);
6344 Cvar_RegisterVariable (&gl_fogdensity);
6345 Cvar_RegisterVariable (&gl_fogred);
6346 Cvar_RegisterVariable (&gl_foggreen);
6347 Cvar_RegisterVariable (&gl_fogblue);
6348 Cvar_RegisterVariable (&gl_fogstart);
6349 Cvar_RegisterVariable (&gl_fogend);
6350 Cvar_RegisterVariable (&gl_skyclip);
6352 Cvar_RegisterVariable(&r_motionblur);
6353 Cvar_RegisterVariable(&r_motionblur_maxblur);
6354 Cvar_RegisterVariable(&r_motionblur_bmin);
6355 Cvar_RegisterVariable(&r_motionblur_vmin);
6356 Cvar_RegisterVariable(&r_motionblur_vmax);
6357 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6358 Cvar_RegisterVariable(&r_motionblur_randomize);
6359 Cvar_RegisterVariable(&r_damageblur);
6360 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6361 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6362 Cvar_RegisterVariable(&r_equalize_entities_by);
6363 Cvar_RegisterVariable(&r_equalize_entities_to);
6364 Cvar_RegisterVariable(&r_depthfirst);
6365 Cvar_RegisterVariable(&r_useinfinitefarclip);
6366 Cvar_RegisterVariable(&r_farclip_base);
6367 Cvar_RegisterVariable(&r_farclip_world);
6368 Cvar_RegisterVariable(&r_nearclip);
6369 Cvar_RegisterVariable(&r_showbboxes);
6370 Cvar_RegisterVariable(&r_showsurfaces);
6371 Cvar_RegisterVariable(&r_showtris);
6372 Cvar_RegisterVariable(&r_shownormals);
6373 Cvar_RegisterVariable(&r_showlighting);
6374 Cvar_RegisterVariable(&r_showshadowvolumes);
6375 Cvar_RegisterVariable(&r_showcollisionbrushes);
6376 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6377 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6378 Cvar_RegisterVariable(&r_showdisabledepthtest);
6379 Cvar_RegisterVariable(&r_drawportals);
6380 Cvar_RegisterVariable(&r_drawentities);
6381 Cvar_RegisterVariable(&r_drawworld);
6382 Cvar_RegisterVariable(&r_cullentities_trace);
6383 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6384 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6385 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6386 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6387 Cvar_RegisterVariable(&r_drawviewmodel);
6388 Cvar_RegisterVariable(&r_drawexteriormodel);
6389 Cvar_RegisterVariable(&r_speeds);
6390 Cvar_RegisterVariable(&r_fullbrights);
6391 Cvar_RegisterVariable(&r_wateralpha);
6392 Cvar_RegisterVariable(&r_dynamic);
6393 Cvar_RegisterVariable(&r_fullbright);
6394 Cvar_RegisterVariable(&r_shadows);
6395 Cvar_RegisterVariable(&r_shadows_darken);
6396 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6397 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6398 Cvar_RegisterVariable(&r_shadows_throwdistance);
6399 Cvar_RegisterVariable(&r_shadows_throwdirection);
6400 Cvar_RegisterVariable(&r_shadows_focus);
6401 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6402 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6403 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6404 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6405 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6406 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6407 Cvar_RegisterVariable(&r_fog_exp2);
6408 Cvar_RegisterVariable(&r_drawfog);
6409 Cvar_RegisterVariable(&r_transparentdepthmasking);
6410 Cvar_RegisterVariable(&r_texture_dds_load);
6411 Cvar_RegisterVariable(&r_texture_dds_save);
6412 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6413 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6414 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6415 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6416 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6417 Cvar_RegisterVariable(&r_textureunits);
6418 Cvar_RegisterVariable(&gl_combine);
6419 Cvar_RegisterVariable(&r_glsl);
6420 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6421 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6422 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6423 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6424 Cvar_RegisterVariable(&r_glsl_postprocess);
6425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6428 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6429 Cvar_RegisterVariable(&r_water);
6430 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6431 Cvar_RegisterVariable(&r_water_clippingplanebias);
6432 Cvar_RegisterVariable(&r_water_refractdistort);
6433 Cvar_RegisterVariable(&r_water_reflectdistort);
6434 Cvar_RegisterVariable(&r_lerpsprites);
6435 Cvar_RegisterVariable(&r_lerpmodels);
6436 Cvar_RegisterVariable(&r_lerplightstyles);
6437 Cvar_RegisterVariable(&r_waterscroll);
6438 Cvar_RegisterVariable(&r_bloom);
6439 Cvar_RegisterVariable(&r_bloom_colorscale);
6440 Cvar_RegisterVariable(&r_bloom_brighten);
6441 Cvar_RegisterVariable(&r_bloom_blur);
6442 Cvar_RegisterVariable(&r_bloom_resolution);
6443 Cvar_RegisterVariable(&r_bloom_colorexponent);
6444 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6445 Cvar_RegisterVariable(&r_hdr);
6446 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6447 Cvar_RegisterVariable(&r_hdr_glowintensity);
6448 Cvar_RegisterVariable(&r_hdr_range);
6449 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6450 Cvar_RegisterVariable(&developer_texturelogging);
6451 Cvar_RegisterVariable(&gl_lightmaps);
6452 Cvar_RegisterVariable(&r_test);
6453 Cvar_RegisterVariable(&r_glsl_saturation);
6454 Cvar_RegisterVariable(&r_framedatasize);
6455 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6456 Cvar_SetValue("r_fullbrights", 0);
6457 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6459 Cvar_RegisterVariable(&r_track_sprites);
6460 Cvar_RegisterVariable(&r_track_sprites_flags);
6461 Cvar_RegisterVariable(&r_track_sprites_scalew);
6462 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6463 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6464 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6467 extern void R_Textures_Init(void);
6468 extern void GL_Draw_Init(void);
6469 extern void GL_Main_Init(void);
6470 extern void R_Shadow_Init(void);
6471 extern void R_Sky_Init(void);
6472 extern void GL_Surf_Init(void);
6473 extern void R_Particles_Init(void);
6474 extern void R_Explosion_Init(void);
6475 extern void gl_backend_init(void);
6476 extern void Sbar_Init(void);
6477 extern void R_LightningBeams_Init(void);
6478 extern void Mod_RenderInit(void);
6479 extern void Font_Init(void);
6481 void Render_Init(void)
6494 R_LightningBeams_Init();
6503 extern char *ENGINE_EXTENSIONS;
6506 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6507 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6508 gl_version = (const char *)qglGetString(GL_VERSION);
6509 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6513 if (!gl_platformextensions)
6514 gl_platformextensions = "";
6516 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6517 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6518 Con_Printf("GL_VERSION: %s\n", gl_version);
6519 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6520 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6522 VID_CheckExtensions();
6524 // LordHavoc: report supported extensions
6525 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6527 // clear to black (loading plaque will be seen over this)
6529 qglClearColor(0,0,0,1);CHECKGLERROR
6530 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6533 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6537 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6539 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6542 p = r_refdef.view.frustum + i;
6547 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6551 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6555 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6559 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6563 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6567 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6571 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6575 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6583 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6587 for (i = 0;i < numplanes;i++)
6594 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6598 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6602 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6606 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6610 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6614 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6618 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6622 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6630 //==================================================================================
6632 // LordHavoc: this stores temporary data used within the same frame
6634 qboolean r_framedata_failed;
6635 static size_t r_framedata_size;
6636 static size_t r_framedata_current;
6637 static void *r_framedata_base;
6639 void R_FrameData_Reset(void)
6641 if (r_framedata_base)
6642 Mem_Free(r_framedata_base);
6643 r_framedata_base = NULL;
6644 r_framedata_size = 0;
6645 r_framedata_current = 0;
6646 r_framedata_failed = false;
6649 void R_FrameData_NewFrame(void)
6652 if (r_framedata_failed)
6653 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6654 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6655 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6656 if (r_framedata_size != wantedsize)
6658 r_framedata_size = wantedsize;
6659 if (r_framedata_base)
6660 Mem_Free(r_framedata_base);
6661 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6663 r_framedata_current = 0;
6664 r_framedata_failed = false;
6667 void *R_FrameData_Alloc(size_t size)
6671 // align to 16 byte boundary
6672 size = (size + 15) & ~15;
6673 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6674 r_framedata_current += size;
6677 if (r_framedata_current > r_framedata_size)
6678 r_framedata_failed = true;
6680 // return NULL on everything after a failure
6681 if (r_framedata_failed)
6687 void *R_FrameData_Store(size_t size, void *data)
6689 void *d = R_FrameData_Alloc(size);
6691 memcpy(d, data, size);
6695 //==================================================================================
6697 // LordHavoc: animcache originally written by Echon, rewritten since then
6700 * Animation cache prevents re-generating mesh data for an animated model
6701 * multiple times in one frame for lighting, shadowing, reflections, etc.
6704 void R_AnimCache_Free(void)
6708 void R_AnimCache_ClearCache(void)
6711 entity_render_t *ent;
6713 for (i = 0;i < r_refdef.scene.numentities;i++)
6715 ent = r_refdef.scene.entities[i];
6716 ent->animcache_vertex3f = NULL;
6717 ent->animcache_normal3f = NULL;
6718 ent->animcache_svector3f = NULL;
6719 ent->animcache_tvector3f = NULL;
6720 ent->animcache_vertexposition = NULL;
6721 ent->animcache_vertexmesh = NULL;
6722 ent->animcache_vertexpositionbuffer = NULL;
6723 ent->animcache_vertexmeshbuffer = NULL;
6727 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6730 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6731 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6732 if (!ent->animcache_vertexposition)
6733 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6734 if (ent->animcache_vertexposition)
6736 for (i = 0;i < numvertices;i++)
6737 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6738 // TODO: upload vertex buffer?
6740 if (ent->animcache_vertexmesh)
6742 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6743 for (i = 0;i < numvertices;i++)
6744 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6745 if (ent->animcache_svector3f)
6746 for (i = 0;i < numvertices;i++)
6747 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6748 if (ent->animcache_tvector3f)
6749 for (i = 0;i < numvertices;i++)
6750 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6751 if (ent->animcache_normal3f)
6752 for (i = 0;i < numvertices;i++)
6753 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6754 // TODO: upload vertex buffer?
6758 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6760 dp_model_t *model = ent->model;
6762 // see if it's already cached this frame
6763 if (ent->animcache_vertex3f)
6765 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6766 if (wantnormals || wanttangents)
6768 if (ent->animcache_normal3f)
6769 wantnormals = false;
6770 if (ent->animcache_svector3f)
6771 wanttangents = false;
6772 if (wantnormals || wanttangents)
6774 numvertices = model->surfmesh.num_vertices;
6776 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6779 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6780 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6782 if (!r_framedata_failed)
6784 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6785 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6792 // see if this ent is worth caching
6793 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6795 // get some memory for this entity and generate mesh data
6796 numvertices = model->surfmesh.num_vertices;
6797 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6799 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6805 if (!r_framedata_failed)
6807 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6808 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6811 return !r_framedata_failed;
6814 void R_AnimCache_CacheVisibleEntities(void)
6817 qboolean wantnormals = true;
6818 qboolean wanttangents = !r_showsurfaces.integer;
6820 switch(vid.renderpath)
6822 case RENDERPATH_GL20:
6823 case RENDERPATH_CGGL:
6825 case RENDERPATH_GL13:
6826 case RENDERPATH_GL11:
6827 wanttangents = false;
6831 if (r_shownormals.integer)
6832 wanttangents = wantnormals = true;
6834 // TODO: thread this
6835 // NOTE: R_PrepareRTLights() also caches entities
6837 for (i = 0;i < r_refdef.scene.numentities;i++)
6838 if (r_refdef.viewcache.entityvisible[i])
6839 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6842 //==================================================================================
6844 static void R_View_UpdateEntityLighting (void)
6847 entity_render_t *ent;
6848 vec3_t tempdiffusenormal, avg;
6849 vec_t f, fa, fd, fdd;
6850 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6852 for (i = 0;i < r_refdef.scene.numentities;i++)
6854 ent = r_refdef.scene.entities[i];
6856 // skip unseen models
6857 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6861 if (ent->model && ent->model->brush.num_leafs)
6863 // TODO: use modellight for r_ambient settings on world?
6864 VectorSet(ent->modellight_ambient, 0, 0, 0);
6865 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6866 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6870 // fetch the lighting from the worldmodel data
6871 VectorClear(ent->modellight_ambient);
6872 VectorClear(ent->modellight_diffuse);
6873 VectorClear(tempdiffusenormal);
6874 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6877 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6878 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6879 if(ent->flags & RENDER_EQUALIZE)
6881 // first fix up ambient lighting...
6882 if(r_equalize_entities_minambient.value > 0)
6884 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6887 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6888 if(fa < r_equalize_entities_minambient.value * fd)
6891 // fa'/fd' = minambient
6892 // fa'+0.25*fd' = fa+0.25*fd
6894 // fa' = fd' * minambient
6895 // fd'*(0.25+minambient) = fa+0.25*fd
6897 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6898 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6900 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6901 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
6902 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6903 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6908 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6910 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6911 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6914 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6915 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6916 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6922 VectorSet(ent->modellight_ambient, 1, 1, 1);
6924 // move the light direction into modelspace coordinates for lighting code
6925 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6926 if(VectorLength2(ent->modellight_lightdir) == 0)
6927 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6928 VectorNormalize(ent->modellight_lightdir);
6932 #define MAX_LINEOFSIGHTTRACES 64
6934 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6937 vec3_t boxmins, boxmaxs;
6940 dp_model_t *model = r_refdef.scene.worldmodel;
6942 if (!model || !model->brush.TraceLineOfSight)
6945 // expand the box a little
6946 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6947 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6948 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6949 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6950 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6951 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6953 // return true if eye is inside enlarged box
6954 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6958 VectorCopy(eye, start);
6959 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6960 if (model->brush.TraceLineOfSight(model, start, end))
6963 // try various random positions
6964 for (i = 0;i < numsamples;i++)
6966 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6967 if (model->brush.TraceLineOfSight(model, start, end))
6975 static void R_View_UpdateEntityVisible (void)
6980 entity_render_t *ent;
6982 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6983 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6984 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6985 : RENDER_EXTERIORMODEL;
6986 if (!r_drawviewmodel.integer)
6987 renderimask |= RENDER_VIEWMODEL;
6988 if (!r_drawexteriormodel.integer)
6989 renderimask |= RENDER_EXTERIORMODEL;
6990 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6992 // worldmodel can check visibility
6993 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6994 for (i = 0;i < r_refdef.scene.numentities;i++)
6996 ent = r_refdef.scene.entities[i];
6997 if (!(ent->flags & renderimask))
6998 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)))
6999 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))
7000 r_refdef.viewcache.entityvisible[i] = true;
7002 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7003 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7005 for (i = 0;i < r_refdef.scene.numentities;i++)
7007 ent = r_refdef.scene.entities[i];
7008 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7010 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7012 continue; // temp entities do pvs only
7013 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7014 ent->last_trace_visibility = realtime;
7015 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7016 r_refdef.viewcache.entityvisible[i] = 0;
7023 // no worldmodel or it can't check visibility
7024 for (i = 0;i < r_refdef.scene.numentities;i++)
7026 ent = r_refdef.scene.entities[i];
7027 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));
7032 /// only used if skyrendermasked, and normally returns false
7033 int R_DrawBrushModelsSky (void)
7036 entity_render_t *ent;
7039 for (i = 0;i < r_refdef.scene.numentities;i++)
7041 if (!r_refdef.viewcache.entityvisible[i])
7043 ent = r_refdef.scene.entities[i];
7044 if (!ent->model || !ent->model->DrawSky)
7046 ent->model->DrawSky(ent);
7052 static void R_DrawNoModel(entity_render_t *ent);
7053 static void R_DrawModels(void)
7056 entity_render_t *ent;
7058 for (i = 0;i < r_refdef.scene.numentities;i++)
7060 if (!r_refdef.viewcache.entityvisible[i])
7062 ent = r_refdef.scene.entities[i];
7063 r_refdef.stats.entities++;
7064 if (ent->model && ent->model->Draw != NULL)
7065 ent->model->Draw(ent);
7071 static void R_DrawModelsDepth(void)
7074 entity_render_t *ent;
7076 for (i = 0;i < r_refdef.scene.numentities;i++)
7078 if (!r_refdef.viewcache.entityvisible[i])
7080 ent = r_refdef.scene.entities[i];
7081 if (ent->model && ent->model->DrawDepth != NULL)
7082 ent->model->DrawDepth(ent);
7086 static void R_DrawModelsDebug(void)
7089 entity_render_t *ent;
7091 for (i = 0;i < r_refdef.scene.numentities;i++)
7093 if (!r_refdef.viewcache.entityvisible[i])
7095 ent = r_refdef.scene.entities[i];
7096 if (ent->model && ent->model->DrawDebug != NULL)
7097 ent->model->DrawDebug(ent);
7101 static void R_DrawModelsAddWaterPlanes(void)
7104 entity_render_t *ent;
7106 for (i = 0;i < r_refdef.scene.numentities;i++)
7108 if (!r_refdef.viewcache.entityvisible[i])
7110 ent = r_refdef.scene.entities[i];
7111 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7112 ent->model->DrawAddWaterPlanes(ent);
7116 static void R_View_SetFrustum(void)
7119 double slopex, slopey;
7120 vec3_t forward, left, up, origin;
7122 // we can't trust r_refdef.view.forward and friends in reflected scenes
7123 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7126 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7127 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7128 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7129 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7130 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7131 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7132 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7133 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7134 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7135 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7136 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7137 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7141 zNear = r_refdef.nearclip;
7142 nudge = 1.0 - 1.0 / (1<<23);
7143 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7144 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7145 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7146 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7147 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7148 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7149 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7150 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7156 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7157 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7158 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7159 r_refdef.view.frustum[0].dist = m[15] - m[12];
7161 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7162 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7163 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7164 r_refdef.view.frustum[1].dist = m[15] + m[12];
7166 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7167 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7168 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7169 r_refdef.view.frustum[2].dist = m[15] - m[13];
7171 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7172 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7173 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7174 r_refdef.view.frustum[3].dist = m[15] + m[13];
7176 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7177 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7178 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7179 r_refdef.view.frustum[4].dist = m[15] - m[14];
7181 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7182 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7183 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7184 r_refdef.view.frustum[5].dist = m[15] + m[14];
7187 if (r_refdef.view.useperspective)
7189 slopex = 1.0 / r_refdef.view.frustum_x;
7190 slopey = 1.0 / r_refdef.view.frustum_y;
7191 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7192 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7193 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7194 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7195 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7197 // Leaving those out was a mistake, those were in the old code, and they
7198 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7199 // I couldn't reproduce it after adding those normalizations. --blub
7200 VectorNormalize(r_refdef.view.frustum[0].normal);
7201 VectorNormalize(r_refdef.view.frustum[1].normal);
7202 VectorNormalize(r_refdef.view.frustum[2].normal);
7203 VectorNormalize(r_refdef.view.frustum[3].normal);
7205 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7206 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]);
7207 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]);
7208 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]);
7209 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]);
7211 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7212 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7213 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7214 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7215 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7219 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7220 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7221 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7222 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7223 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7224 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7225 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7226 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7227 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7228 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7230 r_refdef.view.numfrustumplanes = 5;
7232 if (r_refdef.view.useclipplane)
7234 r_refdef.view.numfrustumplanes = 6;
7235 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7238 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7239 PlaneClassify(r_refdef.view.frustum + i);
7241 // LordHavoc: note to all quake engine coders, Quake had a special case
7242 // for 90 degrees which assumed a square view (wrong), so I removed it,
7243 // Quake2 has it disabled as well.
7245 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7246 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7247 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7248 //PlaneClassify(&frustum[0]);
7250 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7251 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7252 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7253 //PlaneClassify(&frustum[1]);
7255 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7256 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7257 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7258 //PlaneClassify(&frustum[2]);
7260 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7261 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7262 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7263 //PlaneClassify(&frustum[3]);
7266 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7267 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7268 //PlaneClassify(&frustum[4]);
7271 void R_View_Update(void)
7273 R_Main_ResizeViewCache();
7274 R_View_SetFrustum();
7275 R_View_WorldVisibility(r_refdef.view.useclipplane);
7276 R_View_UpdateEntityVisible();
7277 R_View_UpdateEntityLighting();
7280 void R_SetupView(qboolean allowwaterclippingplane)
7282 const float *customclipplane = NULL;
7284 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7286 // LordHavoc: couldn't figure out how to make this approach the
7287 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7288 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7289 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7290 dist = r_refdef.view.clipplane.dist;
7291 plane[0] = r_refdef.view.clipplane.normal[0];
7292 plane[1] = r_refdef.view.clipplane.normal[1];
7293 plane[2] = r_refdef.view.clipplane.normal[2];
7295 customclipplane = plane;
7298 if (!r_refdef.view.useperspective)
7299 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);
7300 else if (vid.stencil && r_useinfinitefarclip.integer)
7301 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);
7303 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);
7304 R_SetViewport(&r_refdef.view.viewport);
7307 void R_EntityMatrix(const matrix4x4_t *matrix)
7309 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7311 gl_modelmatrixchanged = false;
7312 gl_modelmatrix = *matrix;
7313 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7314 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7315 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7316 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7318 switch(vid.renderpath)
7320 case RENDERPATH_GL20:
7321 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7322 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7323 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7325 case RENDERPATH_CGGL:
7328 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7329 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7330 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7333 case RENDERPATH_GL13:
7334 case RENDERPATH_GL11:
7335 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7341 void R_ResetViewRendering2D(void)
7343 r_viewport_t viewport;
7346 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7347 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);
7348 R_SetViewport(&viewport);
7349 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7350 GL_Color(1, 1, 1, 1);
7351 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7352 GL_BlendFunc(GL_ONE, GL_ZERO);
7353 GL_AlphaTest(false);
7354 GL_ScissorTest(false);
7355 GL_DepthMask(false);
7356 GL_DepthRange(0, 1);
7357 GL_DepthTest(false);
7358 R_EntityMatrix(&identitymatrix);
7359 R_Mesh_ResetTextureState();
7360 GL_PolygonOffset(0, 0);
7361 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7362 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7363 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7364 qglStencilMask(~0);CHECKGLERROR
7365 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7366 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7367 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7370 void R_ResetViewRendering3D(void)
7375 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7376 GL_Color(1, 1, 1, 1);
7377 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7378 GL_BlendFunc(GL_ONE, GL_ZERO);
7379 GL_AlphaTest(false);
7380 GL_ScissorTest(true);
7382 GL_DepthRange(0, 1);
7384 R_EntityMatrix(&identitymatrix);
7385 R_Mesh_ResetTextureState();
7386 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7387 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7388 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7389 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7390 qglStencilMask(~0);CHECKGLERROR
7391 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7392 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7393 GL_CullFace(r_refdef.view.cullface_back);
7398 R_RenderView_UpdateViewVectors
7401 static void R_RenderView_UpdateViewVectors(void)
7403 // break apart the view matrix into vectors for various purposes
7404 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7405 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7406 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7407 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7408 // make an inverted copy of the view matrix for tracking sprites
7409 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7412 void R_RenderScene(void);
7413 void R_RenderWaterPlanes(void);
7415 static void R_Water_StartFrame(void)
7418 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7419 r_waterstate_waterplane_t *p;
7421 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7424 switch(vid.renderpath)
7426 case RENDERPATH_GL20:
7427 case RENDERPATH_CGGL:
7429 case RENDERPATH_GL13:
7430 case RENDERPATH_GL11:
7434 // set waterwidth and waterheight to the water resolution that will be
7435 // used (often less than the screen resolution for faster rendering)
7436 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7437 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7439 // calculate desired texture sizes
7440 // can't use water if the card does not support the texture size
7441 if (!r_water.integer || r_showsurfaces.integer)
7442 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7443 else if (vid.support.arb_texture_non_power_of_two)
7445 texturewidth = waterwidth;
7446 textureheight = waterheight;
7447 camerawidth = waterwidth;
7448 cameraheight = waterheight;
7452 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7453 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7454 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7455 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7458 // allocate textures as needed
7459 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7461 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7462 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7464 if (p->texture_refraction)
7465 R_FreeTexture(p->texture_refraction);
7466 p->texture_refraction = NULL;
7467 if (p->texture_reflection)
7468 R_FreeTexture(p->texture_reflection);
7469 p->texture_reflection = NULL;
7470 if (p->texture_camera)
7471 R_FreeTexture(p->texture_camera);
7472 p->texture_camera = NULL;
7474 memset(&r_waterstate, 0, sizeof(r_waterstate));
7475 r_waterstate.texturewidth = texturewidth;
7476 r_waterstate.textureheight = textureheight;
7477 r_waterstate.camerawidth = camerawidth;
7478 r_waterstate.cameraheight = cameraheight;
7481 if (r_waterstate.texturewidth)
7483 r_waterstate.enabled = true;
7485 // when doing a reduced render (HDR) we want to use a smaller area
7486 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7487 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7489 // set up variables that will be used in shader setup
7490 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7492 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7493 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7496 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7497 r_waterstate.numwaterplanes = 0;
7500 void R_Water_AddWaterPlane(msurface_t *surface)
7502 int triangleindex, planeindex;
7509 r_waterstate_waterplane_t *p;
7510 texture_t *t = R_GetCurrentTexture(surface->texture);
7511 cam_ent = t->camera_entity;
7512 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7515 // just use the first triangle with a valid normal for any decisions
7516 VectorClear(normal);
7517 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7519 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7520 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7521 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7522 TriangleNormal(vert[0], vert[1], vert[2], normal);
7523 if (VectorLength2(normal) >= 0.001)
7527 VectorCopy(normal, plane.normal);
7528 VectorNormalize(plane.normal);
7529 plane.dist = DotProduct(vert[0], plane.normal);
7530 PlaneClassify(&plane);
7531 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7533 // skip backfaces (except if nocullface is set)
7534 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7536 VectorNegate(plane.normal, plane.normal);
7538 PlaneClassify(&plane);
7542 // find a matching plane if there is one
7543 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7544 if(p->camera_entity == t->camera_entity)
7545 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7547 if (planeindex >= r_waterstate.maxwaterplanes)
7548 return; // nothing we can do, out of planes
7550 // if this triangle does not fit any known plane rendered this frame, add one
7551 if (planeindex >= r_waterstate.numwaterplanes)
7553 // store the new plane
7554 r_waterstate.numwaterplanes++;
7556 // clear materialflags and pvs
7557 p->materialflags = 0;
7558 p->pvsvalid = false;
7559 p->camera_entity = t->camera_entity;
7561 // merge this surface's materialflags into the waterplane
7562 p->materialflags |= t->currentmaterialflags;
7563 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7565 // merge this surface's PVS into the waterplane
7566 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7567 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7568 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7570 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7576 static void R_Water_ProcessPlanes(void)
7578 r_refdef_view_t originalview;
7579 r_refdef_view_t myview;
7581 r_waterstate_waterplane_t *p;
7584 originalview = r_refdef.view;
7586 // make sure enough textures are allocated
7587 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7589 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7591 if (!p->texture_refraction)
7592 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7593 if (!p->texture_refraction)
7596 else if (p->materialflags & MATERIALFLAG_CAMERA)
7598 if (!p->texture_camera)
7599 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7600 if (!p->texture_camera)
7604 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7606 if (!p->texture_reflection)
7607 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7608 if (!p->texture_reflection)
7614 r_refdef.view = originalview;
7615 r_refdef.view.showdebug = false;
7616 r_refdef.view.width = r_waterstate.waterwidth;
7617 r_refdef.view.height = r_waterstate.waterheight;
7618 r_refdef.view.useclipplane = true;
7619 myview = r_refdef.view;
7620 r_waterstate.renderingscene = true;
7621 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7623 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7625 r_refdef.view = myview;
7626 // render reflected scene and copy into texture
7627 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7628 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7629 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7630 r_refdef.view.clipplane = p->plane;
7631 // reverse the cullface settings for this render
7632 r_refdef.view.cullface_front = GL_FRONT;
7633 r_refdef.view.cullface_back = GL_BACK;
7634 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7636 r_refdef.view.usecustompvs = true;
7638 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7640 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7643 R_ResetViewRendering3D();
7644 R_ClearScreen(r_refdef.fogenabled);
7648 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);
7651 // render the normal view scene and copy into texture
7652 // (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)
7653 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7655 r_waterstate.renderingrefraction = true;
7656 r_refdef.view = myview;
7658 r_refdef.view.clipplane = p->plane;
7659 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7660 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7662 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7664 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7665 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7666 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7667 R_RenderView_UpdateViewVectors();
7668 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7671 PlaneClassify(&r_refdef.view.clipplane);
7673 R_ResetViewRendering3D();
7674 R_ClearScreen(r_refdef.fogenabled);
7678 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);
7679 r_waterstate.renderingrefraction = false;
7681 else if (p->materialflags & MATERIALFLAG_CAMERA)
7683 r_refdef.view = myview;
7685 r_refdef.view.clipplane = p->plane;
7686 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7687 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7689 r_refdef.view.width = r_waterstate.camerawidth;
7690 r_refdef.view.height = r_waterstate.cameraheight;
7691 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7692 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7694 if(p->camera_entity)
7696 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7697 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7700 // reverse the cullface settings for this render
7701 r_refdef.view.cullface_front = GL_FRONT;
7702 r_refdef.view.cullface_back = GL_BACK;
7703 // also reverse the view matrix
7704 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7705 R_RenderView_UpdateViewVectors();
7706 if(p->camera_entity)
7707 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7709 // camera needs no clipplane
7710 r_refdef.view.useclipplane = false;
7712 PlaneClassify(&r_refdef.view.clipplane);
7714 R_ResetViewRendering3D();
7715 R_ClearScreen(r_refdef.fogenabled);
7719 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7720 r_waterstate.renderingrefraction = false;
7724 r_waterstate.renderingscene = false;
7725 r_refdef.view = originalview;
7726 R_ResetViewRendering3D();
7727 R_ClearScreen(r_refdef.fogenabled);
7731 r_refdef.view = originalview;
7732 r_waterstate.renderingscene = false;
7733 Cvar_SetValueQuick(&r_water, 0);
7734 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7738 void R_Bloom_StartFrame(void)
7740 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7742 switch(vid.renderpath)
7744 case RENDERPATH_GL20:
7745 case RENDERPATH_CGGL:
7747 case RENDERPATH_GL13:
7748 case RENDERPATH_GL11:
7752 // set bloomwidth and bloomheight to the bloom resolution that will be
7753 // used (often less than the screen resolution for faster rendering)
7754 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7755 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7756 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7757 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7758 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7760 // calculate desired texture sizes
7761 if (vid.support.arb_texture_non_power_of_two)
7763 screentexturewidth = r_refdef.view.width;
7764 screentextureheight = r_refdef.view.height;
7765 bloomtexturewidth = r_bloomstate.bloomwidth;
7766 bloomtextureheight = r_bloomstate.bloomheight;
7770 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7771 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7772 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7773 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7776 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))
7778 Cvar_SetValueQuick(&r_hdr, 0);
7779 Cvar_SetValueQuick(&r_bloom, 0);
7780 Cvar_SetValueQuick(&r_motionblur, 0);
7781 Cvar_SetValueQuick(&r_damageblur, 0);
7784 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)))
7785 screentexturewidth = screentextureheight = 0;
7786 if (!r_hdr.integer && !r_bloom.integer)
7787 bloomtexturewidth = bloomtextureheight = 0;
7789 // allocate textures as needed
7790 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7792 if (r_bloomstate.texture_screen)
7793 R_FreeTexture(r_bloomstate.texture_screen);
7794 r_bloomstate.texture_screen = NULL;
7795 r_bloomstate.screentexturewidth = screentexturewidth;
7796 r_bloomstate.screentextureheight = screentextureheight;
7797 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7798 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7800 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7802 if (r_bloomstate.texture_bloom)
7803 R_FreeTexture(r_bloomstate.texture_bloom);
7804 r_bloomstate.texture_bloom = NULL;
7805 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7806 r_bloomstate.bloomtextureheight = bloomtextureheight;
7807 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7808 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7811 // when doing a reduced render (HDR) we want to use a smaller area
7812 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7813 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7814 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7815 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7816 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7818 // set up a texcoord array for the full resolution screen image
7819 // (we have to keep this around to copy back during final render)
7820 r_bloomstate.screentexcoord2f[0] = 0;
7821 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7822 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7823 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7824 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7825 r_bloomstate.screentexcoord2f[5] = 0;
7826 r_bloomstate.screentexcoord2f[6] = 0;
7827 r_bloomstate.screentexcoord2f[7] = 0;
7829 // set up a texcoord array for the reduced resolution bloom image
7830 // (which will be additive blended over the screen image)
7831 r_bloomstate.bloomtexcoord2f[0] = 0;
7832 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7834 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7835 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7836 r_bloomstate.bloomtexcoord2f[5] = 0;
7837 r_bloomstate.bloomtexcoord2f[6] = 0;
7838 r_bloomstate.bloomtexcoord2f[7] = 0;
7840 if (r_hdr.integer || r_bloom.integer)
7842 r_bloomstate.enabled = true;
7843 r_bloomstate.hdr = r_hdr.integer != 0;
7846 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);
7849 void R_Bloom_CopyBloomTexture(float colorscale)
7851 r_refdef.stats.bloom++;
7853 // scale down screen texture to the bloom texture size
7855 R_SetViewport(&r_bloomstate.viewport);
7856 GL_BlendFunc(GL_ONE, GL_ZERO);
7857 GL_Color(colorscale, colorscale, colorscale, 1);
7858 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7859 // TODO: do boxfilter scale-down in shader?
7860 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7861 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7862 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7864 // we now have a bloom image in the framebuffer
7865 // copy it into the bloom image texture for later processing
7866 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);
7867 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7870 void R_Bloom_CopyHDRTexture(void)
7872 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);
7873 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7876 void R_Bloom_MakeTexture(void)
7879 float xoffset, yoffset, r, brighten;
7881 r_refdef.stats.bloom++;
7883 R_ResetViewRendering2D();
7885 // we have a bloom image in the framebuffer
7887 R_SetViewport(&r_bloomstate.viewport);
7889 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7892 r = bound(0, r_bloom_colorexponent.value / x, 1);
7893 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7895 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7896 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7897 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7898 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7900 // copy the vertically blurred bloom view to a texture
7901 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);
7902 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7905 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7906 brighten = r_bloom_brighten.value;
7908 brighten *= r_hdr_range.value;
7909 brighten = sqrt(brighten);
7911 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7912 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7914 for (dir = 0;dir < 2;dir++)
7916 // blend on at multiple vertical offsets to achieve a vertical blur
7917 // TODO: do offset blends using GLSL
7918 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7919 GL_BlendFunc(GL_ONE, GL_ZERO);
7920 for (x = -range;x <= range;x++)
7922 if (!dir){xoffset = 0;yoffset = x;}
7923 else {xoffset = x;yoffset = 0;}
7924 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7925 yoffset /= (float)r_bloomstate.bloomtextureheight;
7926 // compute a texcoord array with the specified x and y offset
7927 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7928 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7929 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7930 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7931 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7932 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7933 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7934 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7935 // this r value looks like a 'dot' particle, fading sharply to
7936 // black at the edges
7937 // (probably not realistic but looks good enough)
7938 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7939 //r = brighten/(range*2+1);
7940 r = brighten / (range * 2 + 1);
7942 r *= (1 - x*x/(float)(range*range));
7943 GL_Color(r, r, r, 1);
7944 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7945 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7946 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7947 GL_BlendFunc(GL_ONE, GL_ONE);
7950 // copy the vertically blurred bloom view to a texture
7951 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);
7952 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7955 // apply subtract last
7956 // (just like it would be in a GLSL shader)
7957 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7959 GL_BlendFunc(GL_ONE, GL_ZERO);
7961 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7962 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7963 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7964 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7966 GL_BlendFunc(GL_ONE, GL_ONE);
7967 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7968 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7969 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7970 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7971 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7972 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7975 // copy the darkened bloom view to a texture
7976 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);
7977 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7981 void R_HDR_RenderBloomTexture(void)
7983 int oldwidth, oldheight;
7984 float oldcolorscale;
7986 oldcolorscale = r_refdef.view.colorscale;
7987 oldwidth = r_refdef.view.width;
7988 oldheight = r_refdef.view.height;
7989 r_refdef.view.width = r_bloomstate.bloomwidth;
7990 r_refdef.view.height = r_bloomstate.bloomheight;
7992 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7993 // TODO: add exposure compensation features
7994 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7996 r_refdef.view.showdebug = false;
7997 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7999 R_ResetViewRendering3D();
8001 R_ClearScreen(r_refdef.fogenabled);
8002 if (r_timereport_active)
8003 R_TimeReport("HDRclear");
8006 if (r_timereport_active)
8007 R_TimeReport("visibility");
8009 // only do secondary renders with HDR if r_hdr is 2 or higher
8010 r_waterstate.numwaterplanes = 0;
8011 if (r_waterstate.enabled && r_hdr.integer >= 2)
8012 R_RenderWaterPlanes();
8014 r_refdef.view.showdebug = true;
8016 r_waterstate.numwaterplanes = 0;
8018 R_ResetViewRendering2D();
8020 R_Bloom_CopyHDRTexture();
8021 R_Bloom_MakeTexture();
8023 // restore the view settings
8024 r_refdef.view.width = oldwidth;
8025 r_refdef.view.height = oldheight;
8026 r_refdef.view.colorscale = oldcolorscale;
8028 R_ResetViewRendering3D();
8030 R_ClearScreen(r_refdef.fogenabled);
8031 if (r_timereport_active)
8032 R_TimeReport("viewclear");
8035 static void R_BlendView(void)
8037 unsigned int permutation;
8038 float uservecs[4][4];
8040 switch (vid.renderpath)
8042 case RENDERPATH_GL20:
8043 case RENDERPATH_CGGL:
8045 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8046 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8047 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8048 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8049 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8051 if (r_bloomstate.texture_screen)
8053 // make sure the buffer is available
8054 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8056 R_ResetViewRendering2D();
8058 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8060 // declare variables
8062 static float avgspeed;
8064 speed = VectorLength(cl.movement_velocity);
8066 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8067 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8069 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8070 speed = bound(0, speed, 1);
8071 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8073 // calculate values into a standard alpha
8074 cl.motionbluralpha = 1 - exp(-
8076 (r_motionblur.value * speed / 80)
8078 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8081 max(0.0001, cl.time - cl.oldtime) // fps independent
8084 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8085 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8087 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8089 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8090 GL_Color(1, 1, 1, cl.motionbluralpha);
8091 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8092 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8093 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8094 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8098 // copy view into the screen texture
8099 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);
8100 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8102 else if (!r_bloomstate.texture_bloom)
8104 // we may still have to do view tint...
8105 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8107 // apply a color tint to the whole view
8108 R_ResetViewRendering2D();
8109 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8110 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8111 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8112 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8113 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8115 break; // no screen processing, no bloom, skip it
8118 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8120 // render simple bloom effect
8121 // copy the screen and shrink it and darken it for the bloom process
8122 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8123 // make the bloom texture
8124 R_Bloom_MakeTexture();
8127 #if _MSC_VER >= 1400
8128 #define sscanf sscanf_s
8130 memset(uservecs, 0, sizeof(uservecs));
8131 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8132 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8133 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8134 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8136 R_ResetViewRendering2D();
8137 GL_Color(1, 1, 1, 1);
8138 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8139 GL_BlendFunc(GL_ONE, GL_ZERO);
8141 switch(vid.renderpath)
8143 case RENDERPATH_GL20:
8144 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8145 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8146 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8147 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8148 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]);
8149 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8150 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]);
8151 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]);
8152 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]);
8153 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]);
8154 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8155 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8157 case RENDERPATH_CGGL:
8159 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8160 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8161 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8162 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8163 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
8164 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8165 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
8166 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
8167 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
8168 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
8169 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8170 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8176 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8177 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8179 case RENDERPATH_GL13:
8180 case RENDERPATH_GL11:
8181 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8183 // apply a color tint to the whole view
8184 R_ResetViewRendering2D();
8185 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8186 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8187 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8188 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8189 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8195 matrix4x4_t r_waterscrollmatrix;
8197 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8199 if (r_refdef.fog_density)
8201 r_refdef.fogcolor[0] = r_refdef.fog_red;
8202 r_refdef.fogcolor[1] = r_refdef.fog_green;
8203 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8205 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8206 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8207 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8208 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8212 VectorCopy(r_refdef.fogcolor, fogvec);
8213 // color.rgb *= ContrastBoost * SceneBrightness;
8214 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8215 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8216 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8217 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8222 void R_UpdateVariables(void)
8226 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8228 r_refdef.farclip = r_farclip_base.value;
8229 if (r_refdef.scene.worldmodel)
8230 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8231 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8233 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8234 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8235 r_refdef.polygonfactor = 0;
8236 r_refdef.polygonoffset = 0;
8237 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8238 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8240 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8241 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8242 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8243 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8244 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8245 if (r_showsurfaces.integer)
8247 r_refdef.scene.rtworld = false;
8248 r_refdef.scene.rtworldshadows = false;
8249 r_refdef.scene.rtdlight = false;
8250 r_refdef.scene.rtdlightshadows = false;
8251 r_refdef.lightmapintensity = 0;
8254 if (gamemode == GAME_NEHAHRA)
8256 if (gl_fogenable.integer)
8258 r_refdef.oldgl_fogenable = true;
8259 r_refdef.fog_density = gl_fogdensity.value;
8260 r_refdef.fog_red = gl_fogred.value;
8261 r_refdef.fog_green = gl_foggreen.value;
8262 r_refdef.fog_blue = gl_fogblue.value;
8263 r_refdef.fog_alpha = 1;
8264 r_refdef.fog_start = 0;
8265 r_refdef.fog_end = gl_skyclip.value;
8266 r_refdef.fog_height = 1<<30;
8267 r_refdef.fog_fadedepth = 128;
8269 else if (r_refdef.oldgl_fogenable)
8271 r_refdef.oldgl_fogenable = false;
8272 r_refdef.fog_density = 0;
8273 r_refdef.fog_red = 0;
8274 r_refdef.fog_green = 0;
8275 r_refdef.fog_blue = 0;
8276 r_refdef.fog_alpha = 0;
8277 r_refdef.fog_start = 0;
8278 r_refdef.fog_end = 0;
8279 r_refdef.fog_height = 1<<30;
8280 r_refdef.fog_fadedepth = 128;
8284 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8285 r_refdef.fog_start = max(0, r_refdef.fog_start);
8286 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8288 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8290 if (r_refdef.fog_density && r_drawfog.integer)
8292 r_refdef.fogenabled = true;
8293 // this is the point where the fog reaches 0.9986 alpha, which we
8294 // consider a good enough cutoff point for the texture
8295 // (0.9986 * 256 == 255.6)
8296 if (r_fog_exp2.integer)
8297 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8299 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8300 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8301 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8302 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8303 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8304 R_BuildFogHeightTexture();
8305 // fog color was already set
8306 // update the fog texture
8307 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)
8308 R_BuildFogTexture();
8309 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8310 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8313 r_refdef.fogenabled = false;
8315 switch(vid.renderpath)
8317 case RENDERPATH_GL20:
8318 case RENDERPATH_CGGL:
8319 if(v_glslgamma.integer && !vid_gammatables_trivial)
8321 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8323 // build GLSL gamma texture
8324 #define RAMPWIDTH 256
8325 unsigned short ramp[RAMPWIDTH * 3];
8326 unsigned char rampbgr[RAMPWIDTH][4];
8329 r_texture_gammaramps_serial = vid_gammatables_serial;
8331 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8332 for(i = 0; i < RAMPWIDTH; ++i)
8334 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8335 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8339 if (r_texture_gammaramps)
8341 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8345 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8351 // remove GLSL gamma texture
8354 case RENDERPATH_GL13:
8355 case RENDERPATH_GL11:
8360 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8361 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8367 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8368 if( scenetype != r_currentscenetype ) {
8369 // store the old scenetype
8370 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8371 r_currentscenetype = scenetype;
8372 // move in the new scene
8373 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8382 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8384 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8385 if( scenetype == r_currentscenetype ) {
8386 return &r_refdef.scene;
8388 return &r_scenes_store[ scenetype ];
8397 void R_RenderView(void)
8399 if (r_timereport_active)
8400 R_TimeReport("start");
8401 r_textureframe++; // used only by R_GetCurrentTexture
8402 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8404 if (!r_drawentities.integer)
8405 r_refdef.scene.numentities = 0;
8407 R_AnimCache_ClearCache();
8408 R_FrameData_NewFrame();
8410 if (r_refdef.view.isoverlay)
8412 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8413 GL_Clear( GL_DEPTH_BUFFER_BIT );
8414 R_TimeReport("depthclear");
8416 r_refdef.view.showdebug = false;
8418 r_waterstate.enabled = false;
8419 r_waterstate.numwaterplanes = 0;
8427 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8428 return; //Host_Error ("R_RenderView: NULL worldmodel");
8430 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8432 R_RenderView_UpdateViewVectors();
8434 R_Shadow_UpdateWorldLightSelection();
8436 R_Bloom_StartFrame();
8437 R_Water_StartFrame();
8440 if (r_timereport_active)
8441 R_TimeReport("viewsetup");
8443 R_ResetViewRendering3D();
8445 if (r_refdef.view.clear || r_refdef.fogenabled)
8447 R_ClearScreen(r_refdef.fogenabled);
8448 if (r_timereport_active)
8449 R_TimeReport("viewclear");
8451 r_refdef.view.clear = true;
8453 // this produces a bloom texture to be used in R_BlendView() later
8454 if (r_hdr.integer && r_bloomstate.bloomwidth)
8456 R_HDR_RenderBloomTexture();
8457 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8458 r_textureframe++; // used only by R_GetCurrentTexture
8461 r_refdef.view.showdebug = true;
8464 if (r_timereport_active)
8465 R_TimeReport("visibility");
8467 r_waterstate.numwaterplanes = 0;
8468 if (r_waterstate.enabled)
8469 R_RenderWaterPlanes();
8472 r_waterstate.numwaterplanes = 0;
8475 if (r_timereport_active)
8476 R_TimeReport("blendview");
8478 GL_Scissor(0, 0, vid.width, vid.height);
8479 GL_ScissorTest(false);
8483 void R_RenderWaterPlanes(void)
8485 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8487 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8488 if (r_timereport_active)
8489 R_TimeReport("waterworld");
8492 // don't let sound skip if going slow
8493 if (r_refdef.scene.extraupdate)
8496 R_DrawModelsAddWaterPlanes();
8497 if (r_timereport_active)
8498 R_TimeReport("watermodels");
8500 if (r_waterstate.numwaterplanes)
8502 R_Water_ProcessPlanes();
8503 if (r_timereport_active)
8504 R_TimeReport("waterscenes");
8508 extern void R_DrawLightningBeams (void);
8509 extern void VM_CL_AddPolygonsToMeshQueue (void);
8510 extern void R_DrawPortals (void);
8511 extern cvar_t cl_locs_show;
8512 static void R_DrawLocs(void);
8513 static void R_DrawEntityBBoxes(void);
8514 static void R_DrawModelDecals(void);
8515 extern void R_DrawModelShadows(void);
8516 extern void R_DrawModelShadowMaps(void);
8517 extern cvar_t cl_decals_newsystem;
8518 extern qboolean r_shadow_usingdeferredprepass;
8519 void R_RenderScene(void)
8521 qboolean shadowmapping = false;
8523 if (r_timereport_active)
8524 R_TimeReport("beginscene");
8526 r_refdef.stats.renders++;
8530 // don't let sound skip if going slow
8531 if (r_refdef.scene.extraupdate)
8534 R_MeshQueue_BeginScene();
8538 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);
8540 if (r_timereport_active)
8541 R_TimeReport("skystartframe");
8543 if (cl.csqc_vidvars.drawworld)
8545 // don't let sound skip if going slow
8546 if (r_refdef.scene.extraupdate)
8549 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8551 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8552 if (r_timereport_active)
8553 R_TimeReport("worldsky");
8556 if (R_DrawBrushModelsSky() && r_timereport_active)
8557 R_TimeReport("bmodelsky");
8559 if (skyrendermasked && skyrenderlater)
8561 // we have to force off the water clipping plane while rendering sky
8565 if (r_timereport_active)
8566 R_TimeReport("sky");
8570 R_AnimCache_CacheVisibleEntities();
8571 if (r_timereport_active)
8572 R_TimeReport("animation");
8574 R_Shadow_PrepareLights();
8575 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8576 R_Shadow_PrepareModelShadows();
8577 if (r_timereport_active)
8578 R_TimeReport("preparelights");
8580 if (R_Shadow_ShadowMappingEnabled())
8581 shadowmapping = true;
8583 if (r_shadow_usingdeferredprepass)
8584 R_Shadow_DrawPrepass();
8586 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8588 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8589 if (r_timereport_active)
8590 R_TimeReport("worlddepth");
8592 if (r_depthfirst.integer >= 2)
8594 R_DrawModelsDepth();
8595 if (r_timereport_active)
8596 R_TimeReport("modeldepth");
8599 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8601 R_DrawModelShadowMaps();
8602 R_ResetViewRendering3D();
8603 // don't let sound skip if going slow
8604 if (r_refdef.scene.extraupdate)
8608 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8610 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8611 if (r_timereport_active)
8612 R_TimeReport("world");
8615 // don't let sound skip if going slow
8616 if (r_refdef.scene.extraupdate)
8620 if (r_timereport_active)
8621 R_TimeReport("models");
8623 // don't let sound skip if going slow
8624 if (r_refdef.scene.extraupdate)
8627 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8629 R_DrawModelShadows();
8630 R_ResetViewRendering3D();
8631 // don't let sound skip if going slow
8632 if (r_refdef.scene.extraupdate)
8636 if (!r_shadow_usingdeferredprepass)
8638 R_Shadow_DrawLights();
8639 if (r_timereport_active)
8640 R_TimeReport("rtlights");
8643 // don't let sound skip if going slow
8644 if (r_refdef.scene.extraupdate)
8647 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8649 R_DrawModelShadows();
8650 R_ResetViewRendering3D();
8651 // don't let sound skip if going slow
8652 if (r_refdef.scene.extraupdate)
8656 if (cl.csqc_vidvars.drawworld)
8658 if (cl_decals_newsystem.integer)
8660 R_DrawModelDecals();
8661 if (r_timereport_active)
8662 R_TimeReport("modeldecals");
8667 if (r_timereport_active)
8668 R_TimeReport("decals");
8672 if (r_timereport_active)
8673 R_TimeReport("particles");
8676 if (r_timereport_active)
8677 R_TimeReport("explosions");
8679 R_DrawLightningBeams();
8680 if (r_timereport_active)
8681 R_TimeReport("lightning");
8684 VM_CL_AddPolygonsToMeshQueue();
8686 if (r_refdef.view.showdebug)
8688 if (cl_locs_show.integer)
8691 if (r_timereport_active)
8692 R_TimeReport("showlocs");
8695 if (r_drawportals.integer)
8698 if (r_timereport_active)
8699 R_TimeReport("portals");
8702 if (r_showbboxes.value > 0)
8704 R_DrawEntityBBoxes();
8705 if (r_timereport_active)
8706 R_TimeReport("bboxes");
8710 R_MeshQueue_RenderTransparent();
8711 if (r_timereport_active)
8712 R_TimeReport("drawtrans");
8714 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))
8716 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8717 if (r_timereport_active)
8718 R_TimeReport("worlddebug");
8719 R_DrawModelsDebug();
8720 if (r_timereport_active)
8721 R_TimeReport("modeldebug");
8724 if (cl.csqc_vidvars.drawworld)
8726 R_Shadow_DrawCoronas();
8727 if (r_timereport_active)
8728 R_TimeReport("coronas");
8731 // don't let sound skip if going slow
8732 if (r_refdef.scene.extraupdate)
8735 R_ResetViewRendering2D();
8738 static const unsigned short bboxelements[36] =
8748 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8751 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8753 RSurf_ActiveWorldEntity();
8755 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8756 GL_DepthMask(false);
8757 GL_DepthRange(0, 1);
8758 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8759 R_Mesh_ResetTextureState();
8761 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8762 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8763 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8764 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8765 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8766 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8767 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8768 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8769 R_FillColors(color4f, 8, cr, cg, cb, ca);
8770 if (r_refdef.fogenabled)
8772 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8774 f1 = RSurf_FogVertex(v);
8776 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8777 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8778 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8781 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8782 R_Mesh_ResetTextureState();
8783 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8784 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8787 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8791 prvm_edict_t *edict;
8792 prvm_prog_t *prog_save = prog;
8794 // this function draws bounding boxes of server entities
8798 GL_CullFace(GL_NONE);
8799 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8803 for (i = 0;i < numsurfaces;i++)
8805 edict = PRVM_EDICT_NUM(surfacelist[i]);
8806 switch ((int)edict->fields.server->solid)
8808 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8809 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8810 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8811 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8812 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8813 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8815 color[3] *= r_showbboxes.value;
8816 color[3] = bound(0, color[3], 1);
8817 GL_DepthTest(!r_showdisabledepthtest.integer);
8818 GL_CullFace(r_refdef.view.cullface_front);
8819 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8825 static void R_DrawEntityBBoxes(void)
8828 prvm_edict_t *edict;
8830 prvm_prog_t *prog_save = prog;
8832 // this function draws bounding boxes of server entities
8838 for (i = 0;i < prog->num_edicts;i++)
8840 edict = PRVM_EDICT_NUM(i);
8841 if (edict->priv.server->free)
8843 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8844 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8846 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8848 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8849 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8855 static const int nomodelelement3i[24] =
8867 static const unsigned short nomodelelement3s[24] =
8879 static const float nomodelvertex3f[6*3] =
8889 static const float nomodelcolor4f[6*4] =
8891 0.0f, 0.0f, 0.5f, 1.0f,
8892 0.0f, 0.0f, 0.5f, 1.0f,
8893 0.0f, 0.5f, 0.0f, 1.0f,
8894 0.0f, 0.5f, 0.0f, 1.0f,
8895 0.5f, 0.0f, 0.0f, 1.0f,
8896 0.5f, 0.0f, 0.0f, 1.0f
8899 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8905 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);
8907 // this is only called once per entity so numsurfaces is always 1, and
8908 // surfacelist is always {0}, so this code does not handle batches
8910 if (rsurface.ent_flags & RENDER_ADDITIVE)
8912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8913 GL_DepthMask(false);
8915 else if (rsurface.colormod[3] < 1)
8917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8918 GL_DepthMask(false);
8922 GL_BlendFunc(GL_ONE, GL_ZERO);
8925 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8926 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8927 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8928 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8929 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8930 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8931 for (i = 0, c = color4f;i < 6;i++, c += 4)
8933 c[0] *= rsurface.colormod[0];
8934 c[1] *= rsurface.colormod[1];
8935 c[2] *= rsurface.colormod[2];
8936 c[3] *= rsurface.colormod[3];
8938 if (r_refdef.fogenabled)
8940 for (i = 0, c = color4f;i < 6;i++, c += 4)
8942 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8944 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8945 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8946 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8949 R_Mesh_ResetTextureState();
8950 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8951 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8954 void R_DrawNoModel(entity_render_t *ent)
8957 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8958 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8959 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8961 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8964 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8966 vec3_t right1, right2, diff, normal;
8968 VectorSubtract (org2, org1, normal);
8970 // calculate 'right' vector for start
8971 VectorSubtract (r_refdef.view.origin, org1, diff);
8972 CrossProduct (normal, diff, right1);
8973 VectorNormalize (right1);
8975 // calculate 'right' vector for end
8976 VectorSubtract (r_refdef.view.origin, org2, diff);
8977 CrossProduct (normal, diff, right2);
8978 VectorNormalize (right2);
8980 vert[ 0] = org1[0] + width * right1[0];
8981 vert[ 1] = org1[1] + width * right1[1];
8982 vert[ 2] = org1[2] + width * right1[2];
8983 vert[ 3] = org1[0] - width * right1[0];
8984 vert[ 4] = org1[1] - width * right1[1];
8985 vert[ 5] = org1[2] - width * right1[2];
8986 vert[ 6] = org2[0] - width * right2[0];
8987 vert[ 7] = org2[1] - width * right2[1];
8988 vert[ 8] = org2[2] - width * right2[2];
8989 vert[ 9] = org2[0] + width * right2[0];
8990 vert[10] = org2[1] + width * right2[1];
8991 vert[11] = org2[2] + width * right2[2];
8994 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)
8996 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8997 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8998 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8999 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9000 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9001 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9002 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9003 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9004 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9005 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9006 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9007 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9010 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9015 VectorSet(v, x, y, z);
9016 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9017 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9019 if (i == mesh->numvertices)
9021 if (mesh->numvertices < mesh->maxvertices)
9023 VectorCopy(v, vertex3f);
9024 mesh->numvertices++;
9026 return mesh->numvertices;
9032 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9036 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9037 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038 e = mesh->element3i + mesh->numtriangles * 3;
9039 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9041 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9042 if (mesh->numtriangles < mesh->maxtriangles)
9047 mesh->numtriangles++;
9049 element[1] = element[2];
9053 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9057 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9058 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059 e = mesh->element3i + mesh->numtriangles * 3;
9060 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9062 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9063 if (mesh->numtriangles < mesh->maxtriangles)
9068 mesh->numtriangles++;
9070 element[1] = element[2];
9074 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9075 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9077 int planenum, planenum2;
9080 mplane_t *plane, *plane2;
9082 double temppoints[2][256*3];
9083 // figure out how large a bounding box we need to properly compute this brush
9085 for (w = 0;w < numplanes;w++)
9086 maxdist = max(maxdist, fabs(planes[w].dist));
9087 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9088 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9089 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9093 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9094 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9096 if (planenum2 == planenum)
9098 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);
9101 if (tempnumpoints < 3)
9103 // generate elements forming a triangle fan for this polygon
9104 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9108 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)
9110 texturelayer_t *layer;
9111 layer = t->currentlayers + t->currentnumlayers++;
9113 layer->depthmask = depthmask;
9114 layer->blendfunc1 = blendfunc1;
9115 layer->blendfunc2 = blendfunc2;
9116 layer->texture = texture;
9117 layer->texmatrix = *matrix;
9118 layer->color[0] = r;
9119 layer->color[1] = g;
9120 layer->color[2] = b;
9121 layer->color[3] = a;
9124 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9126 if(parms[0] == 0 && parms[1] == 0)
9128 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9129 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9134 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9137 index = parms[2] + r_refdef.scene.time * parms[3];
9138 index -= floor(index);
9139 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9142 case Q3WAVEFUNC_NONE:
9143 case Q3WAVEFUNC_NOISE:
9144 case Q3WAVEFUNC_COUNT:
9147 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9148 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9149 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9150 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9151 case Q3WAVEFUNC_TRIANGLE:
9153 f = index - floor(index);
9164 f = parms[0] + parms[1] * f;
9165 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9166 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9170 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9175 matrix4x4_t matrix, temp;
9176 switch(tcmod->tcmod)
9180 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9181 matrix = r_waterscrollmatrix;
9183 matrix = identitymatrix;
9185 case Q3TCMOD_ENTITYTRANSLATE:
9186 // this is used in Q3 to allow the gamecode to control texcoord
9187 // scrolling on the entity, which is not supported in darkplaces yet.
9188 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9190 case Q3TCMOD_ROTATE:
9191 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9192 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9193 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9196 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9198 case Q3TCMOD_SCROLL:
9199 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9201 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9202 w = (int) tcmod->parms[0];
9203 h = (int) tcmod->parms[1];
9204 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9206 idx = (int) floor(f * w * h);
9207 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9209 case Q3TCMOD_STRETCH:
9210 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9211 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9213 case Q3TCMOD_TRANSFORM:
9214 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9215 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9216 VectorSet(tcmat + 6, 0 , 0 , 1);
9217 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9218 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9220 case Q3TCMOD_TURBULENT:
9221 // this is handled in the RSurf_PrepareVertices function
9222 matrix = identitymatrix;
9226 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9229 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9231 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9232 char name[MAX_QPATH];
9233 skinframe_t *skinframe;
9234 unsigned char pixels[296*194];
9235 strlcpy(cache->name, skinname, sizeof(cache->name));
9236 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9237 if (developer_loading.integer)
9238 Con_Printf("loading %s\n", name);
9239 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9240 if (!skinframe || !skinframe->base)
9243 fs_offset_t filesize;
9245 f = FS_LoadFile(name, tempmempool, true, &filesize);
9248 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9249 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9253 cache->skinframe = skinframe;
9256 texture_t *R_GetCurrentTexture(texture_t *t)
9259 const entity_render_t *ent = rsurface.entity;
9260 dp_model_t *model = ent->model;
9261 q3shaderinfo_layer_tcmod_t *tcmod;
9263 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9264 return t->currentframe;
9265 t->update_lastrenderframe = r_textureframe;
9266 t->update_lastrenderentity = (void *)ent;
9268 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9269 t->camera_entity = ent->entitynumber;
9271 t->camera_entity = 0;
9273 // switch to an alternate material if this is a q1bsp animated material
9275 texture_t *texture = t;
9276 int s = rsurface.ent_skinnum;
9277 if ((unsigned int)s >= (unsigned int)model->numskins)
9279 if (model->skinscenes)
9281 if (model->skinscenes[s].framecount > 1)
9282 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9284 s = model->skinscenes[s].firstframe;
9287 t = t + s * model->num_surfaces;
9290 // use an alternate animation if the entity's frame is not 0,
9291 // and only if the texture has an alternate animation
9292 if (rsurface.ent_alttextures && t->anim_total[1])
9293 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9295 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9297 texture->currentframe = t;
9300 // update currentskinframe to be a qw skin or animation frame
9301 if (rsurface.ent_qwskin >= 0)
9303 i = rsurface.ent_qwskin;
9304 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9306 r_qwskincache_size = cl.maxclients;
9308 Mem_Free(r_qwskincache);
9309 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9311 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9312 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9313 t->currentskinframe = r_qwskincache[i].skinframe;
9314 if (t->currentskinframe == NULL)
9315 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9317 else if (t->numskinframes >= 2)
9318 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9319 if (t->backgroundnumskinframes >= 2)
9320 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9322 t->currentmaterialflags = t->basematerialflags;
9323 t->currentalpha = rsurface.colormod[3];
9324 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9325 t->currentalpha *= r_wateralpha.value;
9326 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9327 t->currentalpha *= t->r_water_wateralpha;
9328 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9329 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9330 if (!(rsurface.ent_flags & RENDER_LIGHT))
9331 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9332 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9334 // pick a model lighting mode
9335 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9336 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9338 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9340 if (rsurface.ent_flags & RENDER_ADDITIVE)
9341 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9342 else if (t->currentalpha < 1)
9343 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9344 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9345 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9346 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9347 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9348 if (t->backgroundnumskinframes)
9349 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9350 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9352 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9353 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9356 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9357 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9358 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9360 // there is no tcmod
9361 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9363 t->currenttexmatrix = r_waterscrollmatrix;
9364 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9366 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9368 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9369 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9372 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9373 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9374 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9375 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9377 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9378 if (t->currentskinframe->qpixels)
9379 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9380 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9381 if (!t->basetexture)
9382 t->basetexture = r_texture_notexture;
9383 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9384 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9385 t->nmaptexture = t->currentskinframe->nmap;
9386 if (!t->nmaptexture)
9387 t->nmaptexture = r_texture_blanknormalmap;
9388 t->glosstexture = r_texture_black;
9389 t->glowtexture = t->currentskinframe->glow;
9390 t->fogtexture = t->currentskinframe->fog;
9391 t->reflectmasktexture = t->currentskinframe->reflect;
9392 if (t->backgroundnumskinframes)
9394 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9395 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9396 t->backgroundglosstexture = r_texture_black;
9397 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9398 if (!t->backgroundnmaptexture)
9399 t->backgroundnmaptexture = r_texture_blanknormalmap;
9403 t->backgroundbasetexture = r_texture_white;
9404 t->backgroundnmaptexture = r_texture_blanknormalmap;
9405 t->backgroundglosstexture = r_texture_black;
9406 t->backgroundglowtexture = NULL;
9408 t->specularpower = r_shadow_glossexponent.value;
9409 // TODO: store reference values for these in the texture?
9410 t->specularscale = 0;
9411 if (r_shadow_gloss.integer > 0)
9413 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9415 if (r_shadow_glossintensity.value > 0)
9417 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9418 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9419 t->specularscale = r_shadow_glossintensity.value;
9422 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9424 t->glosstexture = r_texture_white;
9425 t->backgroundglosstexture = r_texture_white;
9426 t->specularscale = r_shadow_gloss2intensity.value;
9427 t->specularpower = r_shadow_gloss2exponent.value;
9430 t->specularscale *= t->specularscalemod;
9431 t->specularpower *= t->specularpowermod;
9433 // lightmaps mode looks bad with dlights using actual texturing, so turn
9434 // off the colormap and glossmap, but leave the normalmap on as it still
9435 // accurately represents the shading involved
9436 if (gl_lightmaps.integer)
9438 t->basetexture = r_texture_grey128;
9439 t->pantstexture = r_texture_black;
9440 t->shirttexture = r_texture_black;
9441 t->nmaptexture = r_texture_blanknormalmap;
9442 t->glosstexture = r_texture_black;
9443 t->glowtexture = NULL;
9444 t->fogtexture = NULL;
9445 t->reflectmasktexture = NULL;
9446 t->backgroundbasetexture = NULL;
9447 t->backgroundnmaptexture = r_texture_blanknormalmap;
9448 t->backgroundglosstexture = r_texture_black;
9449 t->backgroundglowtexture = NULL;
9450 t->specularscale = 0;
9451 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9454 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9455 VectorClear(t->dlightcolor);
9456 t->currentnumlayers = 0;
9457 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9459 int blendfunc1, blendfunc2;
9461 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9463 blendfunc1 = GL_SRC_ALPHA;
9464 blendfunc2 = GL_ONE;
9466 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9468 blendfunc1 = GL_SRC_ALPHA;
9469 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9471 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9473 blendfunc1 = t->customblendfunc[0];
9474 blendfunc2 = t->customblendfunc[1];
9478 blendfunc1 = GL_ONE;
9479 blendfunc2 = GL_ZERO;
9481 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9482 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9484 // fullbright is not affected by r_refdef.lightmapintensity
9485 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]);
9486 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9487 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]);
9488 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9489 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]);
9493 vec3_t ambientcolor;
9495 // set the color tint used for lights affecting this surface
9496 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9498 // q3bsp has no lightmap updates, so the lightstylevalue that
9499 // would normally be baked into the lightmap must be
9500 // applied to the color
9501 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9502 if (model->type == mod_brushq3)
9503 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9504 colorscale *= r_refdef.lightmapintensity;
9505 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9506 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9507 // basic lit geometry
9508 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]);
9509 // add pants/shirt if needed
9510 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9511 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]);
9512 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9513 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]);
9514 // now add ambient passes if needed
9515 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9517 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]);
9518 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9519 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]);
9520 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9521 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]);
9524 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9525 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]);
9526 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9528 // if this is opaque use alpha blend which will darken the earlier
9531 // if this is an alpha blended material, all the earlier passes
9532 // were darkened by fog already, so we only need to add the fog
9533 // color ontop through the fog mask texture
9535 // if this is an additive blended material, all the earlier passes
9536 // were darkened by fog already, and we should not add fog color
9537 // (because the background was not darkened, there is no fog color
9538 // that was lost behind it).
9539 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]);
9543 return t->currentframe;
9546 rsurfacestate_t rsurface;
9548 void R_Mesh_ResizeArrays(int newvertices)
9550 unsigned char *base;
9552 if (rsurface.array_size >= newvertices)
9554 if (rsurface.array_base)
9555 Mem_Free(rsurface.array_base);
9556 rsurface.array_size = (newvertices + 1023) & ~1023;
9558 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9559 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9560 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9561 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9562 size += rsurface.array_size * sizeof(float[3]);
9563 size += rsurface.array_size * sizeof(float[3]);
9564 size += rsurface.array_size * sizeof(float[3]);
9565 size += rsurface.array_size * sizeof(float[3]);
9566 size += rsurface.array_size * sizeof(float[3]);
9567 size += rsurface.array_size * sizeof(float[3]);
9568 size += rsurface.array_size * sizeof(float[3]);
9569 size += rsurface.array_size * sizeof(float[3]);
9570 size += rsurface.array_size * sizeof(float[4]);
9571 size += rsurface.array_size * sizeof(float[2]);
9572 size += rsurface.array_size * sizeof(float[2]);
9573 size += rsurface.array_size * sizeof(float[4]);
9574 size += rsurface.array_size * sizeof(int[3]);
9575 size += rsurface.array_size * sizeof(unsigned short[3]);
9576 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9577 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9578 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9579 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9580 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9581 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9582 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9583 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9584 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9585 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9586 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9587 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9588 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9589 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9590 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9591 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9592 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9593 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9594 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9597 void RSurf_ActiveWorldEntity(void)
9599 dp_model_t *model = r_refdef.scene.worldmodel;
9600 //if (rsurface.entity == r_refdef.scene.worldentity)
9602 rsurface.entity = r_refdef.scene.worldentity;
9603 rsurface.skeleton = NULL;
9604 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9605 rsurface.ent_skinnum = 0;
9606 rsurface.ent_qwskin = -1;
9607 rsurface.ent_shadertime = 0;
9608 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9609 if (rsurface.array_size < model->surfmesh.num_vertices)
9610 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9611 rsurface.matrix = identitymatrix;
9612 rsurface.inversematrix = identitymatrix;
9613 rsurface.matrixscale = 1;
9614 rsurface.inversematrixscale = 1;
9615 R_EntityMatrix(&identitymatrix);
9616 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9617 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9618 rsurface.fograngerecip = r_refdef.fograngerecip;
9619 rsurface.fogheightfade = r_refdef.fogheightfade;
9620 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9621 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9622 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9623 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9624 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9625 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9626 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9627 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9628 rsurface.colormod[3] = 1;
9629 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);
9630 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9631 rsurface.frameblend[0].lerp = 1;
9632 rsurface.ent_alttextures = false;
9633 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9634 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9635 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9636 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9637 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9638 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9639 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9640 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9641 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9642 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9643 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9644 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9645 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9646 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9647 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9648 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9649 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9650 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9651 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9652 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9653 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9654 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9655 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9656 rsurface.modelelement3i = model->surfmesh.data_element3i;
9657 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9658 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9659 rsurface.modelelement3s = model->surfmesh.data_element3s;
9660 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9661 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9662 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9663 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9664 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9665 rsurface.modelsurfaces = model->data_surfaces;
9666 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9667 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9668 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9669 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9670 rsurface.modelgeneratedvertex = false;
9671 rsurface.batchgeneratedvertex = false;
9672 rsurface.batchfirstvertex = 0;
9673 rsurface.batchnumvertices = 0;
9674 rsurface.batchfirsttriangle = 0;
9675 rsurface.batchnumtriangles = 0;
9676 rsurface.batchvertex3f = NULL;
9677 rsurface.batchvertex3f_vertexbuffer = NULL;
9678 rsurface.batchvertex3f_bufferoffset = 0;
9679 rsurface.batchsvector3f = NULL;
9680 rsurface.batchsvector3f_vertexbuffer = NULL;
9681 rsurface.batchsvector3f_bufferoffset = 0;
9682 rsurface.batchtvector3f = NULL;
9683 rsurface.batchtvector3f_vertexbuffer = NULL;
9684 rsurface.batchtvector3f_bufferoffset = 0;
9685 rsurface.batchnormal3f = NULL;
9686 rsurface.batchnormal3f_vertexbuffer = NULL;
9687 rsurface.batchnormal3f_bufferoffset = 0;
9688 rsurface.batchlightmapcolor4f = NULL;
9689 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9690 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9691 rsurface.batchtexcoordtexture2f = NULL;
9692 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9693 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9694 rsurface.batchtexcoordlightmap2f = NULL;
9695 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9696 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9697 rsurface.batchvertexmesh = NULL;
9698 rsurface.batchvertexmeshbuffer = NULL;
9699 rsurface.batchvertexposition = NULL;
9700 rsurface.batchvertexpositionbuffer = NULL;
9701 rsurface.batchelement3i = NULL;
9702 rsurface.batchelement3i_indexbuffer = NULL;
9703 rsurface.batchelement3i_bufferoffset = 0;
9704 rsurface.batchelement3s = NULL;
9705 rsurface.batchelement3s_indexbuffer = NULL;
9706 rsurface.batchelement3s_bufferoffset = 0;
9707 rsurface.passcolor4f = NULL;
9708 rsurface.passcolor4f_vertexbuffer = NULL;
9709 rsurface.passcolor4f_bufferoffset = 0;
9712 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9714 dp_model_t *model = ent->model;
9715 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9717 rsurface.entity = (entity_render_t *)ent;
9718 rsurface.skeleton = ent->skeleton;
9719 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9720 rsurface.ent_skinnum = ent->skinnum;
9721 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;
9722 rsurface.ent_shadertime = ent->shadertime;
9723 rsurface.ent_flags = ent->flags;
9724 if (rsurface.array_size < model->surfmesh.num_vertices)
9725 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9726 rsurface.matrix = ent->matrix;
9727 rsurface.inversematrix = ent->inversematrix;
9728 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9729 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9730 R_EntityMatrix(&rsurface.matrix);
9731 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9732 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9733 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9734 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9735 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9736 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9737 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9738 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9739 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9740 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9741 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9742 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9743 rsurface.colormod[3] = ent->alpha;
9744 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9745 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9746 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9747 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9748 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9749 if (ent->model->brush.submodel && !prepass)
9751 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9752 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9754 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9756 if (ent->animcache_vertex3f && !r_framedata_failed)
9758 rsurface.modelvertex3f = ent->animcache_vertex3f;
9759 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9760 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9761 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9762 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9763 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9764 rsurface.modelvertexposition = ent->animcache_vertexposition;
9765 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9767 else if (wanttangents)
9769 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9770 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9771 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9772 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9773 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9774 rsurface.modelvertexmesh = NULL;
9775 rsurface.modelvertexmeshbuffer = NULL;
9776 rsurface.modelvertexposition = NULL;
9777 rsurface.modelvertexpositionbuffer = NULL;
9779 else if (wantnormals)
9781 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9782 rsurface.modelsvector3f = NULL;
9783 rsurface.modeltvector3f = NULL;
9784 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9785 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9786 rsurface.modelvertexmesh = NULL;
9787 rsurface.modelvertexmeshbuffer = NULL;
9788 rsurface.modelvertexposition = NULL;
9789 rsurface.modelvertexpositionbuffer = NULL;
9793 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9794 rsurface.modelsvector3f = NULL;
9795 rsurface.modeltvector3f = NULL;
9796 rsurface.modelnormal3f = NULL;
9797 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9798 rsurface.modelvertexmesh = NULL;
9799 rsurface.modelvertexmeshbuffer = NULL;
9800 rsurface.modelvertexposition = NULL;
9801 rsurface.modelvertexpositionbuffer = NULL;
9803 rsurface.modelvertex3f_vertexbuffer = 0;
9804 rsurface.modelvertex3f_bufferoffset = 0;
9805 rsurface.modelsvector3f_vertexbuffer = 0;
9806 rsurface.modelsvector3f_bufferoffset = 0;
9807 rsurface.modeltvector3f_vertexbuffer = 0;
9808 rsurface.modeltvector3f_bufferoffset = 0;
9809 rsurface.modelnormal3f_vertexbuffer = 0;
9810 rsurface.modelnormal3f_bufferoffset = 0;
9811 rsurface.modelgeneratedvertex = true;
9815 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9816 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9817 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9818 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9819 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9821 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9822 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9823 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9824 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9825 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9826 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9827 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9828 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9829 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9830 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9831 rsurface.modelgeneratedvertex = false;
9833 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9834 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9835 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9836 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9837 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9838 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9839 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9840 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9841 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9842 rsurface.modelelement3i = model->surfmesh.data_element3i;
9843 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9844 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9845 rsurface.modelelement3s = model->surfmesh.data_element3s;
9846 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9847 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9848 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9849 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9850 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9851 rsurface.modelsurfaces = model->data_surfaces;
9852 rsurface.batchgeneratedvertex = false;
9853 rsurface.batchfirstvertex = 0;
9854 rsurface.batchnumvertices = 0;
9855 rsurface.batchfirsttriangle = 0;
9856 rsurface.batchnumtriangles = 0;
9857 rsurface.batchvertex3f = NULL;
9858 rsurface.batchvertex3f_vertexbuffer = NULL;
9859 rsurface.batchvertex3f_bufferoffset = 0;
9860 rsurface.batchsvector3f = NULL;
9861 rsurface.batchsvector3f_vertexbuffer = NULL;
9862 rsurface.batchsvector3f_bufferoffset = 0;
9863 rsurface.batchtvector3f = NULL;
9864 rsurface.batchtvector3f_vertexbuffer = NULL;
9865 rsurface.batchtvector3f_bufferoffset = 0;
9866 rsurface.batchnormal3f = NULL;
9867 rsurface.batchnormal3f_vertexbuffer = NULL;
9868 rsurface.batchnormal3f_bufferoffset = 0;
9869 rsurface.batchlightmapcolor4f = NULL;
9870 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9871 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9872 rsurface.batchtexcoordtexture2f = NULL;
9873 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9874 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9875 rsurface.batchtexcoordlightmap2f = NULL;
9876 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9877 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9878 rsurface.batchvertexmesh = NULL;
9879 rsurface.batchvertexmeshbuffer = NULL;
9880 rsurface.batchvertexposition = NULL;
9881 rsurface.batchvertexpositionbuffer = NULL;
9882 rsurface.batchelement3i = NULL;
9883 rsurface.batchelement3i_indexbuffer = NULL;
9884 rsurface.batchelement3i_bufferoffset = 0;
9885 rsurface.batchelement3s = NULL;
9886 rsurface.batchelement3s_indexbuffer = NULL;
9887 rsurface.batchelement3s_bufferoffset = 0;
9888 rsurface.passcolor4f = NULL;
9889 rsurface.passcolor4f_vertexbuffer = NULL;
9890 rsurface.passcolor4f_bufferoffset = 0;
9893 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)
9897 rsurface.entity = r_refdef.scene.worldentity;
9898 rsurface.skeleton = NULL;
9899 rsurface.ent_skinnum = 0;
9900 rsurface.ent_qwskin = -1;
9901 rsurface.ent_shadertime = shadertime;
9902 rsurface.ent_flags = entflags;
9903 rsurface.modelnumvertices = numvertices;
9904 rsurface.modelnumtriangles = numtriangles;
9905 if (rsurface.array_size < rsurface.modelnumvertices)
9906 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9907 rsurface.matrix = *matrix;
9908 rsurface.inversematrix = *inversematrix;
9909 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9910 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9911 R_EntityMatrix(&rsurface.matrix);
9912 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9913 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9914 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9915 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9916 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9917 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9918 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9919 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9920 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9921 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9922 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9923 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9924 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);
9925 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9926 rsurface.frameblend[0].lerp = 1;
9927 rsurface.ent_alttextures = false;
9928 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9929 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9932 rsurface.modelvertex3f = vertex3f;
9933 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9934 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9935 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9937 else if (wantnormals)
9939 rsurface.modelvertex3f = vertex3f;
9940 rsurface.modelsvector3f = NULL;
9941 rsurface.modeltvector3f = NULL;
9942 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9946 rsurface.modelvertex3f = vertex3f;
9947 rsurface.modelsvector3f = NULL;
9948 rsurface.modeltvector3f = NULL;
9949 rsurface.modelnormal3f = NULL;
9951 rsurface.modelvertexmesh = NULL;
9952 rsurface.modelvertexmeshbuffer = NULL;
9953 rsurface.modelvertexposition = NULL;
9954 rsurface.modelvertexpositionbuffer = NULL;
9955 rsurface.modelvertex3f_vertexbuffer = 0;
9956 rsurface.modelvertex3f_bufferoffset = 0;
9957 rsurface.modelsvector3f_vertexbuffer = 0;
9958 rsurface.modelsvector3f_bufferoffset = 0;
9959 rsurface.modeltvector3f_vertexbuffer = 0;
9960 rsurface.modeltvector3f_bufferoffset = 0;
9961 rsurface.modelnormal3f_vertexbuffer = 0;
9962 rsurface.modelnormal3f_bufferoffset = 0;
9963 rsurface.modelgeneratedvertex = true;
9964 rsurface.modellightmapcolor4f = color4f;
9965 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9966 rsurface.modellightmapcolor4f_bufferoffset = 0;
9967 rsurface.modeltexcoordtexture2f = texcoord2f;
9968 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9969 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9970 rsurface.modeltexcoordlightmap2f = NULL;
9971 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9972 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9973 rsurface.modelelement3i = element3i;
9974 rsurface.modelelement3i_indexbuffer = NULL;
9975 rsurface.modelelement3i_bufferoffset = 0;
9976 rsurface.modelelement3s = element3s;
9977 rsurface.modelelement3s_indexbuffer = NULL;
9978 rsurface.modelelement3s_bufferoffset = 0;
9979 rsurface.modellightmapoffsets = NULL;
9980 rsurface.modelsurfaces = NULL;
9981 rsurface.batchgeneratedvertex = false;
9982 rsurface.batchfirstvertex = 0;
9983 rsurface.batchnumvertices = 0;
9984 rsurface.batchfirsttriangle = 0;
9985 rsurface.batchnumtriangles = 0;
9986 rsurface.batchvertex3f = NULL;
9987 rsurface.batchvertex3f_vertexbuffer = NULL;
9988 rsurface.batchvertex3f_bufferoffset = 0;
9989 rsurface.batchsvector3f = NULL;
9990 rsurface.batchsvector3f_vertexbuffer = NULL;
9991 rsurface.batchsvector3f_bufferoffset = 0;
9992 rsurface.batchtvector3f = NULL;
9993 rsurface.batchtvector3f_vertexbuffer = NULL;
9994 rsurface.batchtvector3f_bufferoffset = 0;
9995 rsurface.batchnormal3f = NULL;
9996 rsurface.batchnormal3f_vertexbuffer = NULL;
9997 rsurface.batchnormal3f_bufferoffset = 0;
9998 rsurface.batchlightmapcolor4f = NULL;
9999 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10000 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10001 rsurface.batchtexcoordtexture2f = NULL;
10002 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10003 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10004 rsurface.batchtexcoordlightmap2f = NULL;
10005 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10006 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10007 rsurface.batchvertexmesh = NULL;
10008 rsurface.batchvertexmeshbuffer = NULL;
10009 rsurface.batchvertexposition = NULL;
10010 rsurface.batchvertexpositionbuffer = NULL;
10011 rsurface.batchelement3i = NULL;
10012 rsurface.batchelement3i_indexbuffer = NULL;
10013 rsurface.batchelement3i_bufferoffset = 0;
10014 rsurface.batchelement3s = NULL;
10015 rsurface.batchelement3s_indexbuffer = NULL;
10016 rsurface.batchelement3s_bufferoffset = 0;
10017 rsurface.passcolor4f = NULL;
10018 rsurface.passcolor4f_vertexbuffer = NULL;
10019 rsurface.passcolor4f_bufferoffset = 0;
10021 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10023 if ((wantnormals || wanttangents) && !normal3f)
10025 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10026 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10028 if (wanttangents && !svector3f)
10030 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10031 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10032 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10036 // now convert arrays into vertexmesh structs
10037 for (i = 0;i < numvertices;i++)
10039 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10040 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10041 if (rsurface.modelsvector3f)
10042 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10043 if (rsurface.modeltvector3f)
10044 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10045 if (rsurface.modelnormal3f)
10046 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10047 if (rsurface.modellightmapcolor4f)
10048 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10049 if (rsurface.modeltexcoordtexture2f)
10050 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10051 if (rsurface.modeltexcoordlightmap2f)
10052 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10056 float RSurf_FogPoint(const float *v)
10058 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10059 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10060 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10061 float FogHeightFade = r_refdef.fogheightfade;
10063 unsigned int fogmasktableindex;
10064 if (r_refdef.fogplaneviewabove)
10065 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10067 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10068 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10069 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10072 float RSurf_FogVertex(const float *v)
10074 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10075 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10076 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10077 float FogHeightFade = rsurface.fogheightfade;
10079 unsigned int fogmasktableindex;
10080 if (r_refdef.fogplaneviewabove)
10081 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10083 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10084 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10085 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10088 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10091 for (i = 0;i < numelements;i++)
10092 outelement3i[i] = inelement3i[i] + adjust;
10095 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10096 extern cvar_t gl_vbo;
10097 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10105 int surfacefirsttriangle;
10106 int surfacenumtriangles;
10107 int surfacefirstvertex;
10108 int surfaceendvertex;
10109 int surfacenumvertices;
10110 int surfaceadjustvertex;
10114 qboolean dynamicvertex;
10118 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10119 float waveparms[4];
10120 q3shaderinfo_deform_t *deform;
10121 const msurface_t *surface, *firstsurface;
10122 r_vertexposition_t *vertexposition;
10123 r_vertexmesh_t *vertexmesh;
10124 if (!texturenumsurfaces)
10126 // find vertex range of this surface batch
10128 firstsurface = texturesurfacelist[0];
10129 firsttriangle = firstsurface->num_firsttriangle;
10131 firstvertex = endvertex = firstsurface->num_firstvertex;
10132 for (i = 0;i < texturenumsurfaces;i++)
10134 surface = texturesurfacelist[i];
10135 if (surface != firstsurface + i)
10137 surfacefirstvertex = surface->num_firstvertex;
10138 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10139 surfacenumtriangles = surface->num_triangles;
10140 if (firstvertex > surfacefirstvertex)
10141 firstvertex = surfacefirstvertex;
10142 if (endvertex < surfaceendvertex)
10143 endvertex = surfaceendvertex;
10144 numtriangles += surfacenumtriangles;
10149 // we now know the vertex range used, and if there are any gaps in it
10150 rsurface.batchfirstvertex = firstvertex;
10151 rsurface.batchnumvertices = endvertex - firstvertex;
10152 rsurface.batchfirsttriangle = firsttriangle;
10153 rsurface.batchnumtriangles = numtriangles;
10155 // this variable holds flags for which properties have been updated that
10156 // may require regenerating vertexmesh or vertexposition arrays...
10159 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10160 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10161 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10163 switch (deform->deform)
10166 case Q3DEFORM_PROJECTIONSHADOW:
10167 case Q3DEFORM_TEXT0:
10168 case Q3DEFORM_TEXT1:
10169 case Q3DEFORM_TEXT2:
10170 case Q3DEFORM_TEXT3:
10171 case Q3DEFORM_TEXT4:
10172 case Q3DEFORM_TEXT5:
10173 case Q3DEFORM_TEXT6:
10174 case Q3DEFORM_TEXT7:
10175 case Q3DEFORM_NONE:
10177 case Q3DEFORM_AUTOSPRITE:
10178 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10179 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10181 case Q3DEFORM_AUTOSPRITE2:
10182 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10183 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10185 case Q3DEFORM_NORMAL:
10186 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10187 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10189 case Q3DEFORM_WAVE:
10190 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10191 break; // if wavefunc is a nop, ignore this transform
10192 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10193 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10195 case Q3DEFORM_BULGE:
10196 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10197 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10199 case Q3DEFORM_MOVE:
10200 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10201 break; // if wavefunc is a nop, ignore this transform
10202 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10203 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10207 switch(rsurface.texture->tcgen.tcgen)
10210 case Q3TCGEN_TEXTURE:
10212 case Q3TCGEN_LIGHTMAP:
10213 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10214 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10216 case Q3TCGEN_VECTOR:
10217 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10218 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10220 case Q3TCGEN_ENVIRONMENT:
10221 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10222 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10225 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10227 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10228 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10231 // check if any dynamic vertex processing must occur
10232 dynamicvertex = false;
10234 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10236 dynamicvertex = true;
10237 batchneed |= BATCHNEED_NOGAPS;
10238 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10241 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10243 dynamicvertex = true;
10244 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10245 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10248 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10250 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10251 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10252 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10253 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10254 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10255 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10256 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10259 // when the model data has no vertex buffer (dynamic mesh), we need to
10261 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10262 batchneed |= BATCHNEED_NOGAPS;
10264 // if needsupdate, we have to do a dynamic vertex batch for sure
10265 if (needsupdate & batchneed)
10266 dynamicvertex = true;
10268 // see if we need to build vertexmesh from arrays
10269 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10270 dynamicvertex = true;
10272 // see if we need to build vertexposition from arrays
10273 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10274 dynamicvertex = true;
10276 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10277 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10278 dynamicvertex = true;
10280 // if there is a chance of animated vertex colors, it's a dynamic batch
10281 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10282 dynamicvertex = true;
10284 rsurface.batchvertex3f = rsurface.modelvertex3f;
10285 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10286 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10287 rsurface.batchsvector3f = rsurface.modelsvector3f;
10288 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10289 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10290 rsurface.batchtvector3f = rsurface.modeltvector3f;
10291 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10292 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10293 rsurface.batchnormal3f = rsurface.modelnormal3f;
10294 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10295 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10296 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10297 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10298 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10299 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10300 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10301 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10302 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10303 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10304 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10305 rsurface.batchvertexposition = rsurface.modelvertexposition;
10306 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10307 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10308 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10309 rsurface.batchelement3i = rsurface.modelelement3i;
10310 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10311 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10312 rsurface.batchelement3s = rsurface.modelelement3s;
10313 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10314 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10316 // if any dynamic vertex processing has to occur in software, we copy the
10317 // entire surface list together before processing to rebase the vertices
10318 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10320 // if any gaps exist and we do not have a static vertex buffer, we have to
10321 // copy the surface list together to avoid wasting upload bandwidth on the
10322 // vertices in the gaps.
10324 // if gaps exist and we have a static vertex buffer, we still have to
10325 // combine the index buffer ranges into one dynamic index buffer.
10327 // in all cases we end up with data that can be drawn in one call.
10329 if (!dynamicvertex)
10331 // static vertex data, just set pointers...
10332 rsurface.batchgeneratedvertex = false;
10333 // if there are gaps, we want to build a combined index buffer,
10334 // otherwise use the original static buffer with an appropriate offset
10339 for (i = 0;i < texturenumsurfaces;i++)
10341 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10342 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10343 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10344 numtriangles += surfacenumtriangles;
10346 rsurface.batchelement3i = rsurface.array_batchelement3i;
10347 rsurface.batchelement3i_indexbuffer = NULL;
10348 rsurface.batchelement3i_bufferoffset = 0;
10349 rsurface.batchelement3s = NULL;
10350 rsurface.batchelement3s_indexbuffer = NULL;
10351 rsurface.batchelement3s_bufferoffset = 0;
10352 if (endvertex <= 65536)
10354 rsurface.batchelement3s = rsurface.array_batchelement3s;
10355 for (i = 0;i < numtriangles*3;i++)
10356 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10358 rsurface.batchfirsttriangle = firsttriangle;
10359 rsurface.batchnumtriangles = numtriangles;
10364 // something needs software processing, do it for real...
10365 // we only directly handle interleaved array data in this case...
10366 rsurface.batchgeneratedvertex = true;
10368 // now copy the vertex data into a combined array and make an index array
10369 // (this is what Quake3 does all the time)
10370 //if (gaps || rsurface.batchfirstvertex)
10372 rsurface.batchvertexposition = NULL;
10373 rsurface.batchvertexpositionbuffer = NULL;
10374 rsurface.batchvertexmesh = NULL;
10375 rsurface.batchvertexmeshbuffer = NULL;
10376 rsurface.batchvertex3f = NULL;
10377 rsurface.batchvertex3f_vertexbuffer = NULL;
10378 rsurface.batchvertex3f_bufferoffset = 0;
10379 rsurface.batchsvector3f = NULL;
10380 rsurface.batchsvector3f_vertexbuffer = NULL;
10381 rsurface.batchsvector3f_bufferoffset = 0;
10382 rsurface.batchtvector3f = NULL;
10383 rsurface.batchtvector3f_vertexbuffer = NULL;
10384 rsurface.batchtvector3f_bufferoffset = 0;
10385 rsurface.batchnormal3f = NULL;
10386 rsurface.batchnormal3f_vertexbuffer = NULL;
10387 rsurface.batchnormal3f_bufferoffset = 0;
10388 rsurface.batchlightmapcolor4f = NULL;
10389 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10390 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10391 rsurface.batchtexcoordtexture2f = NULL;
10392 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10393 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10394 rsurface.batchtexcoordlightmap2f = NULL;
10395 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10396 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10397 rsurface.batchelement3i = rsurface.array_batchelement3i;
10398 rsurface.batchelement3i_indexbuffer = NULL;
10399 rsurface.batchelement3i_bufferoffset = 0;
10400 rsurface.batchelement3s = NULL;
10401 rsurface.batchelement3s_indexbuffer = NULL;
10402 rsurface.batchelement3s_bufferoffset = 0;
10403 // we'll only be setting up certain arrays as needed
10404 if (batchneed & BATCHNEED_VERTEXPOSITION)
10405 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10406 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10407 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10408 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10409 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10410 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10411 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10412 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10414 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10415 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10417 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10418 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10419 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10420 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10421 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10422 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10425 for (i = 0;i < texturenumsurfaces;i++)
10427 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10428 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10429 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10430 surfaceadjustvertex = numvertices - surfacefirstvertex;
10431 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10432 // copy only the data requested
10433 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10434 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10435 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10436 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10437 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10439 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10440 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10441 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10442 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10443 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10445 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10446 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10448 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10449 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10450 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10451 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10452 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10453 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10455 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10456 numvertices += surfacenumvertices;
10457 numtriangles += surfacenumtriangles;
10460 // generate a 16bit index array as well if possible
10461 // (in general, dynamic batches fit)
10462 if (numvertices <= 65536)
10464 rsurface.batchelement3s = rsurface.array_batchelement3s;
10465 for (i = 0;i < numtriangles*3;i++)
10466 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10469 // since we've copied everything, the batch now starts at 0
10470 rsurface.batchfirstvertex = 0;
10471 rsurface.batchnumvertices = numvertices;
10472 rsurface.batchfirsttriangle = 0;
10473 rsurface.batchnumtriangles = numtriangles;
10476 // q1bsp surfaces rendered in vertex color mode have to have colors
10477 // calculated based on lightstyles
10478 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10480 // generate color arrays for the surfaces in this list
10484 const int *offsets;
10485 const unsigned char *lm;
10487 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10488 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10489 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10490 for (i = 0;i < texturenumsurfaces;i++)
10492 surface = texturesurfacelist[i];
10493 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10494 surfacenumvertices = surface->num_vertices;
10495 if (surface->lightmapinfo->samples)
10497 for (j = 0;j < surfacenumvertices;j++)
10499 lm = surface->lightmapinfo->samples + offsets[j];
10500 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10501 VectorScale(lm, scale, c);
10502 if (surface->lightmapinfo->styles[1] != 255)
10504 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10506 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10507 VectorMA(c, scale, lm, c);
10508 if (surface->lightmapinfo->styles[2] != 255)
10511 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10512 VectorMA(c, scale, lm, c);
10513 if (surface->lightmapinfo->styles[3] != 255)
10516 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10517 VectorMA(c, scale, lm, c);
10524 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10530 for (j = 0;j < surfacenumvertices;j++)
10532 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10539 // if vertices are deformed (sprite flares and things in maps, possibly
10540 // water waves, bulges and other deformations), modify the copied vertices
10542 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10544 switch (deform->deform)
10547 case Q3DEFORM_PROJECTIONSHADOW:
10548 case Q3DEFORM_TEXT0:
10549 case Q3DEFORM_TEXT1:
10550 case Q3DEFORM_TEXT2:
10551 case Q3DEFORM_TEXT3:
10552 case Q3DEFORM_TEXT4:
10553 case Q3DEFORM_TEXT5:
10554 case Q3DEFORM_TEXT6:
10555 case Q3DEFORM_TEXT7:
10556 case Q3DEFORM_NONE:
10558 case Q3DEFORM_AUTOSPRITE:
10559 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10560 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10561 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10562 VectorNormalize(newforward);
10563 VectorNormalize(newright);
10564 VectorNormalize(newup);
10565 // a single autosprite surface can contain multiple sprites...
10566 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10568 VectorClear(center);
10569 for (i = 0;i < 4;i++)
10570 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10571 VectorScale(center, 0.25f, center);
10572 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10573 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10574 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10575 for (i = 0;i < 4;i++)
10577 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10578 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10581 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10582 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10583 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10584 rsurface.batchvertex3f_vertexbuffer = NULL;
10585 rsurface.batchvertex3f_bufferoffset = 0;
10586 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10587 rsurface.batchsvector3f_vertexbuffer = NULL;
10588 rsurface.batchsvector3f_bufferoffset = 0;
10589 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10590 rsurface.batchtvector3f_vertexbuffer = NULL;
10591 rsurface.batchtvector3f_bufferoffset = 0;
10592 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10593 rsurface.batchnormal3f_vertexbuffer = NULL;
10594 rsurface.batchnormal3f_bufferoffset = 0;
10596 case Q3DEFORM_AUTOSPRITE2:
10597 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10598 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10599 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10600 VectorNormalize(newforward);
10601 VectorNormalize(newright);
10602 VectorNormalize(newup);
10604 const float *v1, *v2;
10614 memset(shortest, 0, sizeof(shortest));
10615 // a single autosprite surface can contain multiple sprites...
10616 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10618 VectorClear(center);
10619 for (i = 0;i < 4;i++)
10620 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10621 VectorScale(center, 0.25f, center);
10622 // find the two shortest edges, then use them to define the
10623 // axis vectors for rotating around the central axis
10624 for (i = 0;i < 6;i++)
10626 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10627 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10628 l = VectorDistance2(v1, v2);
10629 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10630 if (v1[2] != v2[2])
10631 l += (1.0f / 1024.0f);
10632 if (shortest[0].length2 > l || i == 0)
10634 shortest[1] = shortest[0];
10635 shortest[0].length2 = l;
10636 shortest[0].v1 = v1;
10637 shortest[0].v2 = v2;
10639 else if (shortest[1].length2 > l || i == 1)
10641 shortest[1].length2 = l;
10642 shortest[1].v1 = v1;
10643 shortest[1].v2 = v2;
10646 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10647 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10648 // this calculates the right vector from the shortest edge
10649 // and the up vector from the edge midpoints
10650 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10651 VectorNormalize(right);
10652 VectorSubtract(end, start, up);
10653 VectorNormalize(up);
10654 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10655 VectorSubtract(rsurface.localvieworigin, center, forward);
10656 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10657 VectorNegate(forward, forward);
10658 VectorReflect(forward, 0, up, forward);
10659 VectorNormalize(forward);
10660 CrossProduct(up, forward, newright);
10661 VectorNormalize(newright);
10662 // rotate the quad around the up axis vector, this is made
10663 // especially easy by the fact we know the quad is flat,
10664 // so we only have to subtract the center position and
10665 // measure distance along the right vector, and then
10666 // multiply that by the newright vector and add back the
10668 // we also need to subtract the old position to undo the
10669 // displacement from the center, which we do with a
10670 // DotProduct, the subtraction/addition of center is also
10671 // optimized into DotProducts here
10672 l = DotProduct(right, center);
10673 for (i = 0;i < 4;i++)
10675 v1 = rsurface.batchvertex3f + 3*(j+i);
10676 f = DotProduct(right, v1) - l;
10677 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10681 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10682 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10683 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10684 rsurface.batchvertex3f_vertexbuffer = NULL;
10685 rsurface.batchvertex3f_bufferoffset = 0;
10686 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10687 rsurface.batchsvector3f_vertexbuffer = NULL;
10688 rsurface.batchsvector3f_bufferoffset = 0;
10689 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10690 rsurface.batchtvector3f_vertexbuffer = NULL;
10691 rsurface.batchtvector3f_bufferoffset = 0;
10692 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10693 rsurface.batchnormal3f_vertexbuffer = NULL;
10694 rsurface.batchnormal3f_bufferoffset = 0;
10696 case Q3DEFORM_NORMAL:
10697 // deform the normals to make reflections wavey
10698 for (j = 0;j < rsurface.batchnumvertices;j++)
10701 float *normal = rsurface.array_batchnormal3f + 3*j;
10702 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10703 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10704 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10705 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10706 VectorNormalize(normal);
10708 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10709 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10710 rsurface.batchsvector3f_vertexbuffer = NULL;
10711 rsurface.batchsvector3f_bufferoffset = 0;
10712 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10713 rsurface.batchtvector3f_vertexbuffer = NULL;
10714 rsurface.batchtvector3f_bufferoffset = 0;
10715 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10716 rsurface.batchnormal3f_vertexbuffer = NULL;
10717 rsurface.batchnormal3f_bufferoffset = 0;
10719 case Q3DEFORM_WAVE:
10720 // deform vertex array to make wavey water and flags and such
10721 waveparms[0] = deform->waveparms[0];
10722 waveparms[1] = deform->waveparms[1];
10723 waveparms[2] = deform->waveparms[2];
10724 waveparms[3] = deform->waveparms[3];
10725 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10726 break; // if wavefunc is a nop, don't make a dynamic vertex array
10727 // this is how a divisor of vertex influence on deformation
10728 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10729 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10730 for (j = 0;j < rsurface.batchnumvertices;j++)
10732 // if the wavefunc depends on time, evaluate it per-vertex
10735 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10736 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10738 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10740 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10741 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10742 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10743 rsurface.batchvertex3f_vertexbuffer = NULL;
10744 rsurface.batchvertex3f_bufferoffset = 0;
10745 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10746 rsurface.batchsvector3f_vertexbuffer = NULL;
10747 rsurface.batchsvector3f_bufferoffset = 0;
10748 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10749 rsurface.batchtvector3f_vertexbuffer = NULL;
10750 rsurface.batchtvector3f_bufferoffset = 0;
10751 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10752 rsurface.batchnormal3f_vertexbuffer = NULL;
10753 rsurface.batchnormal3f_bufferoffset = 0;
10755 case Q3DEFORM_BULGE:
10756 // deform vertex array to make the surface have moving bulges
10757 for (j = 0;j < rsurface.batchnumvertices;j++)
10759 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10760 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10762 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10763 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10764 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10765 rsurface.batchvertex3f_vertexbuffer = NULL;
10766 rsurface.batchvertex3f_bufferoffset = 0;
10767 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10768 rsurface.batchsvector3f_vertexbuffer = NULL;
10769 rsurface.batchsvector3f_bufferoffset = 0;
10770 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10771 rsurface.batchtvector3f_vertexbuffer = NULL;
10772 rsurface.batchtvector3f_bufferoffset = 0;
10773 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10774 rsurface.batchnormal3f_vertexbuffer = NULL;
10775 rsurface.batchnormal3f_bufferoffset = 0;
10777 case Q3DEFORM_MOVE:
10778 // deform vertex array
10779 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10780 break; // if wavefunc is a nop, don't make a dynamic vertex array
10781 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10782 VectorScale(deform->parms, scale, waveparms);
10783 for (j = 0;j < rsurface.batchnumvertices;j++)
10784 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10785 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10786 rsurface.batchvertex3f_vertexbuffer = NULL;
10787 rsurface.batchvertex3f_bufferoffset = 0;
10792 // generate texcoords based on the chosen texcoord source
10793 switch(rsurface.texture->tcgen.tcgen)
10796 case Q3TCGEN_TEXTURE:
10798 case Q3TCGEN_LIGHTMAP:
10799 if (rsurface.batchtexcoordlightmap2f)
10800 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10801 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10802 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10803 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10805 case Q3TCGEN_VECTOR:
10806 for (j = 0;j < rsurface.batchnumvertices;j++)
10808 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10809 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10811 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10812 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10813 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10815 case Q3TCGEN_ENVIRONMENT:
10816 // make environment reflections using a spheremap
10817 for (j = 0;j < rsurface.batchnumvertices;j++)
10819 // identical to Q3A's method, but executed in worldspace so
10820 // carried models can be shiny too
10822 float viewer[3], d, reflected[3], worldreflected[3];
10824 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10825 // VectorNormalize(viewer);
10827 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10829 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10830 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10831 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10832 // note: this is proportinal to viewer, so we can normalize later
10834 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10835 VectorNormalize(worldreflected);
10837 // note: this sphere map only uses world x and z!
10838 // so positive and negative y will LOOK THE SAME.
10839 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10840 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10842 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10843 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10844 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10847 // the only tcmod that needs software vertex processing is turbulent, so
10848 // check for it here and apply the changes if needed
10849 // and we only support that as the first one
10850 // (handling a mixture of turbulent and other tcmods would be problematic
10851 // without punting it entirely to a software path)
10852 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10854 amplitude = rsurface.texture->tcmods[0].parms[1];
10855 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10856 for (j = 0;j < rsurface.batchnumvertices;j++)
10858 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10859 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10861 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10862 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10863 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10866 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10868 // convert the modified arrays to vertex structs
10869 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10870 rsurface.batchvertexmeshbuffer = NULL;
10871 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10872 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10873 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10874 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10875 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10876 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10877 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10879 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10881 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10882 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10885 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10886 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10887 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10888 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10889 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10890 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10891 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10892 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10893 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10896 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10898 // convert the modified arrays to vertex structs
10899 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10900 rsurface.batchvertexpositionbuffer = NULL;
10901 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10902 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10904 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10905 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10909 void RSurf_DrawBatch(void)
10911 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10914 static void RSurf_BindLightmapForBatch(void)
10916 switch(vid.renderpath)
10918 case RENDERPATH_CGGL:
10920 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10921 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10924 case RENDERPATH_GL20:
10925 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10926 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10928 case RENDERPATH_GL13:
10929 case RENDERPATH_GL11:
10930 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10935 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10937 // pick the closest matching water plane
10938 int planeindex, vertexindex, bestplaneindex = -1;
10942 r_waterstate_waterplane_t *p;
10944 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10946 if(p->camera_entity != rsurface.texture->camera_entity)
10949 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10950 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10952 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10953 d += fabs(PlaneDiff(vert, &p->plane));
10955 if (bestd > d || bestplaneindex < 0)
10958 bestplaneindex = planeindex;
10961 return bestplaneindex;
10964 static void RSurf_BindReflectionForBatch(int planeindex)
10966 // pick the closest matching water plane and bind textures
10967 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10968 switch(vid.renderpath)
10970 case RENDERPATH_CGGL:
10972 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10973 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10974 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10977 case RENDERPATH_GL20:
10978 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10979 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10980 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10982 case RENDERPATH_GL13:
10983 case RENDERPATH_GL11:
10988 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10991 for (i = 0;i < rsurface.batchnumvertices;i++)
10992 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10993 rsurface.passcolor4f = rsurface.array_passcolor4f;
10994 rsurface.passcolor4f_vertexbuffer = 0;
10995 rsurface.passcolor4f_bufferoffset = 0;
10998 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11005 if (rsurface.passcolor4f)
11007 // generate color arrays
11008 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11010 f = RSurf_FogVertex(v);
11019 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11021 f = RSurf_FogVertex(v);
11028 rsurface.passcolor4f = rsurface.array_passcolor4f;
11029 rsurface.passcolor4f_vertexbuffer = 0;
11030 rsurface.passcolor4f_bufferoffset = 0;
11033 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11040 if (!rsurface.passcolor4f)
11042 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11044 f = RSurf_FogVertex(v);
11045 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11046 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11047 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11050 rsurface.passcolor4f = rsurface.array_passcolor4f;
11051 rsurface.passcolor4f_vertexbuffer = 0;
11052 rsurface.passcolor4f_bufferoffset = 0;
11055 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11060 if (!rsurface.passcolor4f)
11062 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11069 rsurface.passcolor4f = rsurface.array_passcolor4f;
11070 rsurface.passcolor4f_vertexbuffer = 0;
11071 rsurface.passcolor4f_bufferoffset = 0;
11074 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11079 if (!rsurface.passcolor4f)
11081 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11083 c2[0] = c[0] + r_refdef.scene.ambient;
11084 c2[1] = c[1] + r_refdef.scene.ambient;
11085 c2[2] = c[2] + r_refdef.scene.ambient;
11088 rsurface.passcolor4f = rsurface.array_passcolor4f;
11089 rsurface.passcolor4f_vertexbuffer = 0;
11090 rsurface.passcolor4f_bufferoffset = 0;
11093 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11096 rsurface.passcolor4f = NULL;
11097 rsurface.passcolor4f_vertexbuffer = 0;
11098 rsurface.passcolor4f_bufferoffset = 0;
11099 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11100 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11101 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11102 GL_Color(r, g, b, a);
11103 RSurf_BindLightmapForBatch();
11107 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11109 // TODO: optimize applyfog && applycolor case
11110 // just apply fog if necessary, and tint the fog color array if necessary
11111 rsurface.passcolor4f = NULL;
11112 rsurface.passcolor4f_vertexbuffer = 0;
11113 rsurface.passcolor4f_bufferoffset = 0;
11114 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11115 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11116 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11117 GL_Color(r, g, b, a);
11121 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11124 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11125 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11126 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11127 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11128 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11129 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11130 GL_Color(r, g, b, a);
11134 static void RSurf_DrawBatch_GL11_ClampColor(void)
11139 if (!rsurface.passcolor4f)
11141 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11143 c2[0] = bound(0.0f, c1[0], 1.0f);
11144 c2[1] = bound(0.0f, c1[1], 1.0f);
11145 c2[2] = bound(0.0f, c1[2], 1.0f);
11146 c2[3] = bound(0.0f, c1[3], 1.0f);
11150 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11158 vec3_t ambientcolor;
11159 vec3_t diffusecolor;
11163 VectorCopy(rsurface.modellight_lightdir, lightdir);
11164 f = 0.5f * r_refdef.lightmapintensity;
11165 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11166 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11167 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11168 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11169 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11170 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11172 if (VectorLength2(diffusecolor) > 0)
11174 // q3-style directional shading
11175 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11177 if ((f = DotProduct(n, lightdir)) > 0)
11178 VectorMA(ambientcolor, f, diffusecolor, c);
11180 VectorCopy(ambientcolor, c);
11187 rsurface.passcolor4f = rsurface.array_passcolor4f;
11188 rsurface.passcolor4f_vertexbuffer = 0;
11189 rsurface.passcolor4f_bufferoffset = 0;
11190 *applycolor = false;
11194 *r = ambientcolor[0];
11195 *g = ambientcolor[1];
11196 *b = ambientcolor[2];
11197 rsurface.passcolor4f = NULL;
11198 rsurface.passcolor4f_vertexbuffer = 0;
11199 rsurface.passcolor4f_bufferoffset = 0;
11203 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11205 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11206 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11207 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11208 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11209 GL_Color(r, g, b, a);
11213 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11219 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11221 f = 1 - RSurf_FogVertex(v);
11229 void RSurf_SetupDepthAndCulling(void)
11231 // submodels are biased to avoid z-fighting with world surfaces that they
11232 // may be exactly overlapping (avoids z-fighting artifacts on certain
11233 // doors and things in Quake maps)
11234 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11235 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11236 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11237 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11240 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11242 // transparent sky would be ridiculous
11243 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11245 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11246 skyrenderlater = true;
11247 RSurf_SetupDepthAndCulling();
11248 GL_DepthMask(true);
11249 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11250 // skymasking on them, and Quake3 never did sky masking (unlike
11251 // software Quake and software Quake2), so disable the sky masking
11252 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11253 // and skymasking also looks very bad when noclipping outside the
11254 // level, so don't use it then either.
11255 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11257 R_Mesh_ResetTextureState();
11258 if (skyrendermasked)
11260 R_SetupShader_DepthOrShadow();
11261 // depth-only (masking)
11262 GL_ColorMask(0,0,0,0);
11263 // just to make sure that braindead drivers don't draw
11264 // anything despite that colormask...
11265 GL_BlendFunc(GL_ZERO, GL_ONE);
11266 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11267 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11271 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11273 GL_BlendFunc(GL_ONE, GL_ZERO);
11274 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11275 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11276 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11279 if (skyrendermasked)
11280 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11282 R_Mesh_ResetTextureState();
11283 GL_Color(1, 1, 1, 1);
11286 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11287 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11288 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11290 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11294 // render screenspace normalmap to texture
11295 GL_DepthMask(true);
11296 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11301 // bind lightmap texture
11303 // water/refraction/reflection/camera surfaces have to be handled specially
11304 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11306 int start, end, startplaneindex;
11307 for (start = 0;start < texturenumsurfaces;start = end)
11309 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11310 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11312 // now that we have a batch using the same planeindex, render it
11313 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11315 // render water or distortion background
11316 GL_DepthMask(true);
11317 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11318 RSurf_BindReflectionForBatch(startplaneindex);
11319 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11320 RSurf_BindLightmapForBatch();
11322 // blend surface on top
11323 GL_DepthMask(false);
11324 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11327 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11329 // render surface with reflection texture as input
11330 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11331 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11332 RSurf_BindReflectionForBatch(startplaneindex);
11333 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11334 RSurf_BindLightmapForBatch();
11341 // render surface batch normally
11342 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11343 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11344 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11345 RSurf_BindLightmapForBatch();
11349 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11351 // OpenGL 1.3 path - anything not completely ancient
11352 qboolean applycolor;
11355 const texturelayer_t *layer;
11356 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11357 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11359 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11362 int layertexrgbscale;
11363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11365 if (layerindex == 0)
11366 GL_AlphaTest(true);
11369 GL_AlphaTest(false);
11370 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11373 GL_DepthMask(layer->depthmask && writedepth);
11374 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11375 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11377 layertexrgbscale = 4;
11378 VectorScale(layer->color, 0.25f, layercolor);
11380 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11382 layertexrgbscale = 2;
11383 VectorScale(layer->color, 0.5f, layercolor);
11387 layertexrgbscale = 1;
11388 VectorScale(layer->color, 1.0f, layercolor);
11390 layercolor[3] = layer->color[3];
11391 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11392 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11393 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11394 switch (layer->type)
11396 case TEXTURELAYERTYPE_LITTEXTURE:
11397 // single-pass lightmapped texture with 2x rgbscale
11398 R_Mesh_TexBind(0, r_texture_white);
11399 R_Mesh_TexMatrix(0, NULL);
11400 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11401 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11402 R_Mesh_TexBind(1, layer->texture);
11403 R_Mesh_TexMatrix(1, &layer->texmatrix);
11404 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11405 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11406 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11407 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11408 else if (rsurface.uselightmaptexture)
11409 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11411 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11413 case TEXTURELAYERTYPE_TEXTURE:
11414 // singletexture unlit texture with transparency support
11415 R_Mesh_TexBind(0, layer->texture);
11416 R_Mesh_TexMatrix(0, &layer->texmatrix);
11417 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11418 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11419 R_Mesh_TexBind(1, 0);
11420 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11421 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11423 case TEXTURELAYERTYPE_FOG:
11424 // singletexture fogging
11425 if (layer->texture)
11427 R_Mesh_TexBind(0, layer->texture);
11428 R_Mesh_TexMatrix(0, &layer->texmatrix);
11429 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11430 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11434 R_Mesh_TexBind(0, 0);
11435 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11437 R_Mesh_TexBind(1, 0);
11438 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11439 // generate a color array for the fog pass
11440 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11441 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11445 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11449 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11451 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11452 GL_AlphaTest(false);
11456 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11458 // OpenGL 1.1 - crusty old voodoo path
11461 const texturelayer_t *layer;
11462 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11463 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11465 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11467 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11469 if (layerindex == 0)
11470 GL_AlphaTest(true);
11473 GL_AlphaTest(false);
11474 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11477 GL_DepthMask(layer->depthmask && writedepth);
11478 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11479 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11480 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11481 switch (layer->type)
11483 case TEXTURELAYERTYPE_LITTEXTURE:
11484 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11486 // two-pass lit texture with 2x rgbscale
11487 // first the lightmap pass
11488 R_Mesh_TexBind(0, r_texture_white);
11489 R_Mesh_TexMatrix(0, NULL);
11490 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11491 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11492 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11493 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11494 else if (rsurface.uselightmaptexture)
11495 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11497 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11498 // then apply the texture to it
11499 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11500 R_Mesh_TexBind(0, layer->texture);
11501 R_Mesh_TexMatrix(0, &layer->texmatrix);
11502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11503 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11504 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11508 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11509 R_Mesh_TexBind(0, layer->texture);
11510 R_Mesh_TexMatrix(0, &layer->texmatrix);
11511 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11512 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11513 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11514 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11516 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11519 case TEXTURELAYERTYPE_TEXTURE:
11520 // singletexture unlit texture with transparency support
11521 R_Mesh_TexBind(0, layer->texture);
11522 R_Mesh_TexMatrix(0, &layer->texmatrix);
11523 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11524 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11525 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11527 case TEXTURELAYERTYPE_FOG:
11528 // singletexture fogging
11529 if (layer->texture)
11531 R_Mesh_TexBind(0, layer->texture);
11532 R_Mesh_TexMatrix(0, &layer->texmatrix);
11533 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11534 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11538 R_Mesh_TexBind(0, 0);
11539 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11541 // generate a color array for the fog pass
11542 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11543 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11547 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11553 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11554 GL_AlphaTest(false);
11558 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11562 r_vertexgeneric_t *batchvertex;
11565 GL_AlphaTest(false);
11566 R_Mesh_ResetTextureState();
11567 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11569 if(rsurface.texture && rsurface.texture->currentskinframe)
11571 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11572 c[3] *= rsurface.texture->currentalpha;
11582 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11584 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11585 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11586 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11589 // brighten it up (as texture value 127 means "unlit")
11590 c[0] *= 2 * r_refdef.view.colorscale;
11591 c[1] *= 2 * r_refdef.view.colorscale;
11592 c[2] *= 2 * r_refdef.view.colorscale;
11594 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11595 c[3] *= r_wateralpha.value;
11597 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11599 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11600 GL_DepthMask(false);
11602 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11604 GL_BlendFunc(GL_ONE, GL_ONE);
11605 GL_DepthMask(false);
11607 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11609 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11610 GL_DepthMask(false);
11612 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11614 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11615 GL_DepthMask(false);
11619 GL_BlendFunc(GL_ONE, GL_ZERO);
11620 GL_DepthMask(writedepth);
11623 if (r_showsurfaces.integer == 3)
11625 rsurface.passcolor4f = NULL;
11627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11629 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11631 rsurface.passcolor4f = NULL;
11632 rsurface.passcolor4f_vertexbuffer = 0;
11633 rsurface.passcolor4f_bufferoffset = 0;
11635 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11637 qboolean applycolor = true;
11640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11642 r_refdef.lightmapintensity = 1;
11643 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11644 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11648 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11650 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11651 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11652 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11655 if(!rsurface.passcolor4f)
11656 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11658 RSurf_DrawBatch_GL11_ApplyAmbient();
11659 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11660 if(r_refdef.fogenabled)
11661 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11662 RSurf_DrawBatch_GL11_ClampColor();
11664 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11665 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11668 else if (!r_refdef.view.showdebug)
11670 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11671 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11672 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11674 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11675 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11677 R_Mesh_PrepareVertices_Generic_Unlock();
11680 else if (r_showsurfaces.integer == 4)
11682 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11683 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11684 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11686 unsigned char c = vi << 3;
11687 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11688 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11690 R_Mesh_PrepareVertices_Generic_Unlock();
11693 else if (r_showsurfaces.integer == 2)
11696 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11697 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11698 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11700 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11701 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11702 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11703 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11704 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11705 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11706 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11708 R_Mesh_PrepareVertices_Generic_Unlock();
11709 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11713 int texturesurfaceindex;
11715 const msurface_t *surface;
11716 unsigned char surfacecolor4ub[4];
11717 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11718 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11720 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11722 surface = texturesurfacelist[texturesurfaceindex];
11723 k = (int)(((size_t)surface) / sizeof(msurface_t));
11724 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11725 for (j = 0;j < surface->num_vertices;j++)
11727 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11728 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11732 R_Mesh_PrepareVertices_Generic_Unlock();
11737 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11740 RSurf_SetupDepthAndCulling();
11741 if (r_showsurfaces.integer)
11743 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11746 switch (vid.renderpath)
11748 case RENDERPATH_GL20:
11749 case RENDERPATH_CGGL:
11750 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11752 case RENDERPATH_GL13:
11753 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11755 case RENDERPATH_GL11:
11756 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11762 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11765 RSurf_SetupDepthAndCulling();
11766 if (r_showsurfaces.integer)
11768 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11771 switch (vid.renderpath)
11773 case RENDERPATH_GL20:
11774 case RENDERPATH_CGGL:
11775 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11777 case RENDERPATH_GL13:
11778 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11780 case RENDERPATH_GL11:
11781 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11787 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11790 int texturenumsurfaces, endsurface;
11791 texture_t *texture;
11792 const msurface_t *surface;
11793 #define MAXBATCH_TRANSPARENTSURFACES 256
11794 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11796 // if the model is static it doesn't matter what value we give for
11797 // wantnormals and wanttangents, so this logic uses only rules applicable
11798 // to a model, knowing that they are meaningless otherwise
11799 if (ent == r_refdef.scene.worldentity)
11800 RSurf_ActiveWorldEntity();
11801 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11802 RSurf_ActiveModelEntity(ent, false, false, false);
11805 switch (vid.renderpath)
11807 case RENDERPATH_GL20:
11808 case RENDERPATH_CGGL:
11809 RSurf_ActiveModelEntity(ent, true, true, false);
11811 case RENDERPATH_GL13:
11812 case RENDERPATH_GL11:
11813 RSurf_ActiveModelEntity(ent, true, false, false);
11818 if (r_transparentdepthmasking.integer)
11820 qboolean setup = false;
11821 for (i = 0;i < numsurfaces;i = j)
11824 surface = rsurface.modelsurfaces + surfacelist[i];
11825 texture = surface->texture;
11826 rsurface.texture = R_GetCurrentTexture(texture);
11827 rsurface.lightmaptexture = NULL;
11828 rsurface.deluxemaptexture = NULL;
11829 rsurface.uselightmaptexture = false;
11830 // scan ahead until we find a different texture
11831 endsurface = min(i + 1024, numsurfaces);
11832 texturenumsurfaces = 0;
11833 texturesurfacelist[texturenumsurfaces++] = surface;
11834 for (;j < endsurface;j++)
11836 surface = rsurface.modelsurfaces + surfacelist[j];
11837 if (texture != surface->texture)
11839 texturesurfacelist[texturenumsurfaces++] = surface;
11841 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11843 // render the range of surfaces as depth
11847 GL_ColorMask(0,0,0,0);
11849 GL_DepthTest(true);
11850 GL_BlendFunc(GL_ONE, GL_ZERO);
11851 GL_DepthMask(true);
11852 GL_AlphaTest(false);
11853 R_Mesh_ResetTextureState();
11854 R_SetupShader_DepthOrShadow();
11856 RSurf_SetupDepthAndCulling();
11857 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11858 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11862 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11865 for (i = 0;i < numsurfaces;i = j)
11868 surface = rsurface.modelsurfaces + surfacelist[i];
11869 texture = surface->texture;
11870 rsurface.texture = R_GetCurrentTexture(texture);
11871 rsurface.lightmaptexture = surface->lightmaptexture;
11872 rsurface.deluxemaptexture = surface->deluxemaptexture;
11873 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11874 // scan ahead until we find a different texture
11875 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11876 texturenumsurfaces = 0;
11877 texturesurfacelist[texturenumsurfaces++] = surface;
11878 for (;j < endsurface;j++)
11880 surface = rsurface.modelsurfaces + surfacelist[j];
11881 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11883 texturesurfacelist[texturenumsurfaces++] = surface;
11885 // render the range of surfaces
11886 if (ent == r_refdef.scene.worldentity)
11887 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11889 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11891 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11892 GL_AlphaTest(false);
11895 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11897 // transparent surfaces get pushed off into the transparent queue
11898 int surfacelistindex;
11899 const msurface_t *surface;
11900 vec3_t tempcenter, center;
11901 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11903 surface = texturesurfacelist[surfacelistindex];
11904 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11905 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11906 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11907 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11908 if (queueentity->transparent_offset) // transparent offset
11910 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11911 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11912 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11914 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11918 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11920 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11922 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11924 RSurf_SetupDepthAndCulling();
11925 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11926 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11930 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11932 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11935 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11938 if (!rsurface.texture->currentnumlayers)
11940 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11941 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11943 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11945 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11946 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11947 else if (!rsurface.texture->currentnumlayers)
11949 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11951 // in the deferred case, transparent surfaces were queued during prepass
11952 if (!r_shadow_usingdeferredprepass)
11953 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11957 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11958 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11963 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11966 texture_t *texture;
11967 // break the surface list down into batches by texture and use of lightmapping
11968 for (i = 0;i < numsurfaces;i = j)
11971 // texture is the base texture pointer, rsurface.texture is the
11972 // current frame/skin the texture is directing us to use (for example
11973 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11974 // use skin 1 instead)
11975 texture = surfacelist[i]->texture;
11976 rsurface.texture = R_GetCurrentTexture(texture);
11977 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11978 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11979 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11980 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11982 // if this texture is not the kind we want, skip ahead to the next one
11983 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11987 // simply scan ahead until we find a different texture or lightmap state
11988 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11990 // render the range of surfaces
11991 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11995 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11999 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12002 if (!rsurface.texture->currentnumlayers)
12004 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12005 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12007 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12009 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12010 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12011 else if (!rsurface.texture->currentnumlayers)
12013 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12015 // in the deferred case, transparent surfaces were queued during prepass
12016 if (!r_shadow_usingdeferredprepass)
12017 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12021 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12022 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12027 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12030 texture_t *texture;
12031 // break the surface list down into batches by texture and use of lightmapping
12032 for (i = 0;i < numsurfaces;i = j)
12035 // texture is the base texture pointer, rsurface.texture is the
12036 // current frame/skin the texture is directing us to use (for example
12037 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12038 // use skin 1 instead)
12039 texture = surfacelist[i]->texture;
12040 rsurface.texture = R_GetCurrentTexture(texture);
12041 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12042 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12043 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12044 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12046 // if this texture is not the kind we want, skip ahead to the next one
12047 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12051 // simply scan ahead until we find a different texture or lightmap state
12052 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12054 // render the range of surfaces
12055 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12059 float locboxvertex3f[6*4*3] =
12061 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12062 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12063 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12064 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12065 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12066 1,0,0, 0,0,0, 0,1,0, 1,1,0
12069 unsigned short locboxelements[6*2*3] =
12074 12,13,14, 12,14,15,
12075 16,17,18, 16,18,19,
12079 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12082 cl_locnode_t *loc = (cl_locnode_t *)ent;
12084 float vertex3f[6*4*3];
12086 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12087 GL_DepthMask(false);
12088 GL_DepthRange(0, 1);
12089 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12090 GL_DepthTest(true);
12091 GL_CullFace(GL_NONE);
12092 R_EntityMatrix(&identitymatrix);
12094 R_Mesh_ResetTextureState();
12096 i = surfacelist[0];
12097 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12098 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12099 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12100 surfacelist[0] < 0 ? 0.5f : 0.125f);
12102 if (VectorCompare(loc->mins, loc->maxs))
12104 VectorSet(size, 2, 2, 2);
12105 VectorMA(loc->mins, -0.5f, size, mins);
12109 VectorCopy(loc->mins, mins);
12110 VectorSubtract(loc->maxs, loc->mins, size);
12113 for (i = 0;i < 6*4*3;)
12114 for (j = 0;j < 3;j++, i++)
12115 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12117 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12118 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12119 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12122 void R_DrawLocs(void)
12125 cl_locnode_t *loc, *nearestloc;
12127 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12128 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12130 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12131 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12135 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12137 if (decalsystem->decals)
12138 Mem_Free(decalsystem->decals);
12139 memset(decalsystem, 0, sizeof(*decalsystem));
12142 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)
12145 tridecal_t *decals;
12148 // expand or initialize the system
12149 if (decalsystem->maxdecals <= decalsystem->numdecals)
12151 decalsystem_t old = *decalsystem;
12152 qboolean useshortelements;
12153 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12154 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12155 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)));
12156 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12157 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12158 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12159 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12160 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12161 if (decalsystem->numdecals)
12162 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12164 Mem_Free(old.decals);
12165 for (i = 0;i < decalsystem->maxdecals*3;i++)
12166 decalsystem->element3i[i] = i;
12167 if (useshortelements)
12168 for (i = 0;i < decalsystem->maxdecals*3;i++)
12169 decalsystem->element3s[i] = i;
12172 // grab a decal and search for another free slot for the next one
12173 decals = decalsystem->decals;
12174 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12175 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12177 decalsystem->freedecal = i;
12178 if (decalsystem->numdecals <= i)
12179 decalsystem->numdecals = i + 1;
12181 // initialize the decal
12183 decal->triangleindex = triangleindex;
12184 decal->surfaceindex = surfaceindex;
12185 decal->decalsequence = decalsequence;
12186 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12187 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12188 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12189 decal->color4ub[0][3] = 255;
12190 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12191 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12192 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12193 decal->color4ub[1][3] = 255;
12194 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12195 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12196 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12197 decal->color4ub[2][3] = 255;
12198 decal->vertex3f[0][0] = v0[0];
12199 decal->vertex3f[0][1] = v0[1];
12200 decal->vertex3f[0][2] = v0[2];
12201 decal->vertex3f[1][0] = v1[0];
12202 decal->vertex3f[1][1] = v1[1];
12203 decal->vertex3f[1][2] = v1[2];
12204 decal->vertex3f[2][0] = v2[0];
12205 decal->vertex3f[2][1] = v2[1];
12206 decal->vertex3f[2][2] = v2[2];
12207 decal->texcoord2f[0][0] = t0[0];
12208 decal->texcoord2f[0][1] = t0[1];
12209 decal->texcoord2f[1][0] = t1[0];
12210 decal->texcoord2f[1][1] = t1[1];
12211 decal->texcoord2f[2][0] = t2[0];
12212 decal->texcoord2f[2][1] = t2[1];
12215 extern cvar_t cl_decals_bias;
12216 extern cvar_t cl_decals_models;
12217 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12218 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)
12220 matrix4x4_t projection;
12221 decalsystem_t *decalsystem;
12224 const float *vertex3f;
12225 const msurface_t *surface;
12226 const msurface_t *surfaces;
12227 const int *surfacelist;
12228 const texture_t *texture;
12230 int numsurfacelist;
12231 int surfacelistindex;
12238 float localorigin[3];
12239 float localnormal[3];
12240 float localmins[3];
12241 float localmaxs[3];
12247 float planes[6][4];
12249 float points[2][9][3];
12253 decalsystem = &ent->decalsystem;
12254 model = ent->model;
12255 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12257 R_DecalSystem_Reset(&ent->decalsystem);
12261 if (!model->brush.data_nodes && !cl_decals_models.integer)
12263 if (decalsystem->model)
12264 R_DecalSystem_Reset(decalsystem);
12268 if (decalsystem->model != model)
12269 R_DecalSystem_Reset(decalsystem);
12270 decalsystem->model = model;
12272 RSurf_ActiveModelEntity(ent, false, false, false);
12274 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12275 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12276 VectorNormalize(localnormal);
12277 localsize = worldsize*rsurface.inversematrixscale;
12278 localmins[0] = localorigin[0] - localsize;
12279 localmins[1] = localorigin[1] - localsize;
12280 localmins[2] = localorigin[2] - localsize;
12281 localmaxs[0] = localorigin[0] + localsize;
12282 localmaxs[1] = localorigin[1] + localsize;
12283 localmaxs[2] = localorigin[2] + localsize;
12285 //VectorCopy(localnormal, planes[4]);
12286 //VectorVectors(planes[4], planes[2], planes[0]);
12287 AnglesFromVectors(angles, localnormal, NULL, false);
12288 AngleVectors(angles, planes[0], planes[2], planes[4]);
12289 VectorNegate(planes[0], planes[1]);
12290 VectorNegate(planes[2], planes[3]);
12291 VectorNegate(planes[4], planes[5]);
12292 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12293 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12294 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12295 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12296 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12297 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12302 matrix4x4_t forwardprojection;
12303 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12304 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12309 float projectionvector[4][3];
12310 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12311 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12312 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12313 projectionvector[0][0] = planes[0][0] * ilocalsize;
12314 projectionvector[0][1] = planes[1][0] * ilocalsize;
12315 projectionvector[0][2] = planes[2][0] * ilocalsize;
12316 projectionvector[1][0] = planes[0][1] * ilocalsize;
12317 projectionvector[1][1] = planes[1][1] * ilocalsize;
12318 projectionvector[1][2] = planes[2][1] * ilocalsize;
12319 projectionvector[2][0] = planes[0][2] * ilocalsize;
12320 projectionvector[2][1] = planes[1][2] * ilocalsize;
12321 projectionvector[2][2] = planes[2][2] * ilocalsize;
12322 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12323 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12324 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12325 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12329 dynamic = model->surfmesh.isanimated;
12330 vertex3f = rsurface.modelvertex3f;
12331 numsurfacelist = model->nummodelsurfaces;
12332 surfacelist = model->sortedmodelsurfaces;
12333 surfaces = model->data_surfaces;
12334 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12336 surfaceindex = surfacelist[surfacelistindex];
12337 surface = surfaces + surfaceindex;
12338 // check cull box first because it rejects more than any other check
12339 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12341 // skip transparent surfaces
12342 texture = surface->texture;
12343 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12345 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12347 numtriangles = surface->num_triangles;
12348 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12350 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12352 index = 3*e[cornerindex];
12353 VectorCopy(vertex3f + index, v[cornerindex]);
12356 //TriangleNormal(v[0], v[1], v[2], normal);
12357 //if (DotProduct(normal, localnormal) < 0.0f)
12359 // clip by each of the box planes formed from the projection matrix
12360 // if anything survives, we emit the decal
12361 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]);
12364 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]);
12367 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]);
12370 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]);
12373 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]);
12376 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]);
12379 // some part of the triangle survived, so we have to accept it...
12382 // dynamic always uses the original triangle
12384 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12386 index = 3*e[cornerindex];
12387 VectorCopy(vertex3f + index, v[cornerindex]);
12390 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12392 // convert vertex positions to texcoords
12393 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12394 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12395 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12396 // calculate distance fade from the projection origin
12397 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12398 f = bound(0.0f, f, 1.0f);
12399 c[cornerindex][0] = r * f;
12400 c[cornerindex][1] = g * f;
12401 c[cornerindex][2] = b * f;
12402 c[cornerindex][3] = 1.0f;
12403 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12406 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);
12408 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12409 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);
12414 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12415 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)
12417 int renderentityindex;
12418 float worldmins[3];
12419 float worldmaxs[3];
12420 entity_render_t *ent;
12422 if (!cl_decals_newsystem.integer)
12425 worldmins[0] = worldorigin[0] - worldsize;
12426 worldmins[1] = worldorigin[1] - worldsize;
12427 worldmins[2] = worldorigin[2] - worldsize;
12428 worldmaxs[0] = worldorigin[0] + worldsize;
12429 worldmaxs[1] = worldorigin[1] + worldsize;
12430 worldmaxs[2] = worldorigin[2] + worldsize;
12432 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12434 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12436 ent = r_refdef.scene.entities[renderentityindex];
12437 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12440 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12444 typedef struct r_decalsystem_splatqueue_s
12446 vec3_t worldorigin;
12447 vec3_t worldnormal;
12453 r_decalsystem_splatqueue_t;
12455 int r_decalsystem_numqueued = 0;
12456 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12458 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)
12460 r_decalsystem_splatqueue_t *queue;
12462 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12465 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12466 VectorCopy(worldorigin, queue->worldorigin);
12467 VectorCopy(worldnormal, queue->worldnormal);
12468 Vector4Set(queue->color, r, g, b, a);
12469 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12470 queue->worldsize = worldsize;
12471 queue->decalsequence = cl.decalsequence++;
12474 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12477 r_decalsystem_splatqueue_t *queue;
12479 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12480 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);
12481 r_decalsystem_numqueued = 0;
12484 extern cvar_t cl_decals_max;
12485 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12488 decalsystem_t *decalsystem = &ent->decalsystem;
12495 if (!decalsystem->numdecals)
12498 if (r_showsurfaces.integer)
12501 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12503 R_DecalSystem_Reset(decalsystem);
12507 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12508 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12510 if (decalsystem->lastupdatetime)
12511 frametime = (cl.time - decalsystem->lastupdatetime);
12514 decalsystem->lastupdatetime = cl.time;
12515 decal = decalsystem->decals;
12516 numdecals = decalsystem->numdecals;
12518 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12520 if (decal->color4ub[0][3])
12522 decal->lived += frametime;
12523 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12525 memset(decal, 0, sizeof(*decal));
12526 if (decalsystem->freedecal > i)
12527 decalsystem->freedecal = i;
12531 decal = decalsystem->decals;
12532 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12535 // collapse the array by shuffling the tail decals into the gaps
12538 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12539 decalsystem->freedecal++;
12540 if (decalsystem->freedecal == numdecals)
12542 decal[decalsystem->freedecal] = decal[--numdecals];
12545 decalsystem->numdecals = numdecals;
12547 if (numdecals <= 0)
12549 // if there are no decals left, reset decalsystem
12550 R_DecalSystem_Reset(decalsystem);
12554 extern skinframe_t *decalskinframe;
12555 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12558 decalsystem_t *decalsystem = &ent->decalsystem;
12567 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12570 numdecals = decalsystem->numdecals;
12574 if (r_showsurfaces.integer)
12577 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12579 R_DecalSystem_Reset(decalsystem);
12583 // if the model is static it doesn't matter what value we give for
12584 // wantnormals and wanttangents, so this logic uses only rules applicable
12585 // to a model, knowing that they are meaningless otherwise
12586 if (ent == r_refdef.scene.worldentity)
12587 RSurf_ActiveWorldEntity();
12589 RSurf_ActiveModelEntity(ent, false, false, false);
12591 decalsystem->lastupdatetime = cl.time;
12592 decal = decalsystem->decals;
12594 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12596 // update vertex positions for animated models
12597 v3f = decalsystem->vertex3f;
12598 c4f = decalsystem->color4f;
12599 t2f = decalsystem->texcoord2f;
12600 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12602 if (!decal->color4ub[0][3])
12605 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12608 // update color values for fading decals
12609 if (decal->lived >= cl_decals_time.value)
12611 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12612 alpha *= (1.0f/255.0f);
12615 alpha = 1.0f/255.0f;
12617 c4f[ 0] = decal->color4ub[0][0] * alpha;
12618 c4f[ 1] = decal->color4ub[0][1] * alpha;
12619 c4f[ 2] = decal->color4ub[0][2] * alpha;
12621 c4f[ 4] = decal->color4ub[1][0] * alpha;
12622 c4f[ 5] = decal->color4ub[1][1] * alpha;
12623 c4f[ 6] = decal->color4ub[1][2] * alpha;
12625 c4f[ 8] = decal->color4ub[2][0] * alpha;
12626 c4f[ 9] = decal->color4ub[2][1] * alpha;
12627 c4f[10] = decal->color4ub[2][2] * alpha;
12630 t2f[0] = decal->texcoord2f[0][0];
12631 t2f[1] = decal->texcoord2f[0][1];
12632 t2f[2] = decal->texcoord2f[1][0];
12633 t2f[3] = decal->texcoord2f[1][1];
12634 t2f[4] = decal->texcoord2f[2][0];
12635 t2f[5] = decal->texcoord2f[2][1];
12637 // update vertex positions for animated models
12638 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12640 e = rsurface.modelelement3i + 3*decal->triangleindex;
12641 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12642 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12643 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12647 VectorCopy(decal->vertex3f[0], v3f);
12648 VectorCopy(decal->vertex3f[1], v3f + 3);
12649 VectorCopy(decal->vertex3f[2], v3f + 6);
12652 if (r_refdef.fogenabled)
12654 alpha = RSurf_FogVertex(v3f);
12655 VectorScale(c4f, alpha, c4f);
12656 alpha = RSurf_FogVertex(v3f + 3);
12657 VectorScale(c4f + 4, alpha, c4f + 4);
12658 alpha = RSurf_FogVertex(v3f + 6);
12659 VectorScale(c4f + 8, alpha, c4f + 8);
12670 r_refdef.stats.drawndecals += numtris;
12672 // now render the decals all at once
12673 // (this assumes they all use one particle font texture!)
12674 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);
12675 R_Mesh_ResetTextureState();
12676 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12677 GL_DepthMask(false);
12678 GL_DepthRange(0, 1);
12679 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12680 GL_DepthTest(true);
12681 GL_CullFace(GL_NONE);
12682 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12683 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12684 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12688 static void R_DrawModelDecals(void)
12692 // fade faster when there are too many decals
12693 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12694 for (i = 0;i < r_refdef.scene.numentities;i++)
12695 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12697 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12698 for (i = 0;i < r_refdef.scene.numentities;i++)
12699 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12700 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12702 R_DecalSystem_ApplySplatEntitiesQueue();
12704 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12705 for (i = 0;i < r_refdef.scene.numentities;i++)
12706 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12708 r_refdef.stats.totaldecals += numdecals;
12710 if (r_showsurfaces.integer)
12713 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12715 for (i = 0;i < r_refdef.scene.numentities;i++)
12717 if (!r_refdef.viewcache.entityvisible[i])
12719 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12720 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12724 extern cvar_t mod_collision_bih;
12725 void R_DrawDebugModel(void)
12727 entity_render_t *ent = rsurface.entity;
12728 int i, j, k, l, flagsmask;
12729 const msurface_t *surface;
12730 dp_model_t *model = ent->model;
12733 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12735 R_Mesh_ResetTextureState();
12736 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12737 GL_DepthRange(0, 1);
12738 GL_DepthTest(!r_showdisabledepthtest.integer);
12739 GL_DepthMask(false);
12740 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12742 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12746 qboolean cullbox = ent == r_refdef.scene.worldentity;
12747 const q3mbrush_t *brush;
12748 const bih_t *bih = &model->collision_bih;
12749 const bih_leaf_t *bihleaf;
12750 float vertex3f[3][3];
12751 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12753 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12755 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12757 switch (bihleaf->type)
12760 brush = model->brush.data_brushes + bihleaf->itemindex;
12761 if (brush->colbrushf && brush->colbrushf->numtriangles)
12763 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12764 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12765 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12768 case BIH_COLLISIONTRIANGLE:
12769 triangleindex = bihleaf->itemindex;
12770 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12771 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12772 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12773 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12774 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12775 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12777 case BIH_RENDERTRIANGLE:
12778 triangleindex = bihleaf->itemindex;
12779 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12780 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12781 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12782 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12783 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12784 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12790 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12792 if (r_showtris.integer || r_shownormals.integer)
12794 if (r_showdisabledepthtest.integer)
12796 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12797 GL_DepthMask(false);
12801 GL_BlendFunc(GL_ONE, GL_ZERO);
12802 GL_DepthMask(true);
12804 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12806 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12808 rsurface.texture = R_GetCurrentTexture(surface->texture);
12809 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12811 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12812 if (r_showtris.value > 0)
12814 if (!rsurface.texture->currentlayers->depthmask)
12815 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12816 else if (ent == r_refdef.scene.worldentity)
12817 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12819 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12820 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12821 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12823 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12826 if (r_shownormals.value < 0)
12828 qglBegin(GL_LINES);
12829 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12831 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12832 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12833 qglVertex3f(v[0], v[1], v[2]);
12834 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12835 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12836 qglVertex3f(v[0], v[1], v[2]);
12841 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12843 qglBegin(GL_LINES);
12844 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12846 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12847 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12848 qglVertex3f(v[0], v[1], v[2]);
12849 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12850 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12851 qglVertex3f(v[0], v[1], v[2]);
12855 qglBegin(GL_LINES);
12856 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12858 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12859 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12860 qglVertex3f(v[0], v[1], v[2]);
12861 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12862 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12863 qglVertex3f(v[0], v[1], v[2]);
12867 qglBegin(GL_LINES);
12868 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12870 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12871 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12872 qglVertex3f(v[0], v[1], v[2]);
12873 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12874 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12875 qglVertex3f(v[0], v[1], v[2]);
12882 rsurface.texture = NULL;
12886 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12887 int r_maxsurfacelist = 0;
12888 const msurface_t **r_surfacelist = NULL;
12889 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12891 int i, j, endj, flagsmask;
12892 dp_model_t *model = r_refdef.scene.worldmodel;
12893 msurface_t *surfaces;
12894 unsigned char *update;
12895 int numsurfacelist = 0;
12899 if (r_maxsurfacelist < model->num_surfaces)
12901 r_maxsurfacelist = model->num_surfaces;
12903 Mem_Free((msurface_t**)r_surfacelist);
12904 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12907 RSurf_ActiveWorldEntity();
12909 surfaces = model->data_surfaces;
12910 update = model->brushq1.lightmapupdateflags;
12912 // update light styles on this submodel
12913 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12915 model_brush_lightstyleinfo_t *style;
12916 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12918 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12920 int *list = style->surfacelist;
12921 style->value = r_refdef.scene.lightstylevalue[style->style];
12922 for (j = 0;j < style->numsurfaces;j++)
12923 update[list[j]] = true;
12928 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12932 R_DrawDebugModel();
12933 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12937 rsurface.lightmaptexture = NULL;
12938 rsurface.deluxemaptexture = NULL;
12939 rsurface.uselightmaptexture = false;
12940 rsurface.texture = NULL;
12941 rsurface.rtlight = NULL;
12942 numsurfacelist = 0;
12943 // add visible surfaces to draw list
12944 for (i = 0;i < model->nummodelsurfaces;i++)
12946 j = model->sortedmodelsurfaces[i];
12947 if (r_refdef.viewcache.world_surfacevisible[j])
12948 r_surfacelist[numsurfacelist++] = surfaces + j;
12950 // update lightmaps if needed
12951 if (model->brushq1.firstrender)
12953 model->brushq1.firstrender = false;
12954 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12956 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12960 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12961 if (r_refdef.viewcache.world_surfacevisible[j])
12963 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12965 // don't do anything if there were no surfaces
12966 if (!numsurfacelist)
12968 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12971 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12972 GL_AlphaTest(false);
12974 // add to stats if desired
12975 if (r_speeds.integer && !skysurfaces && !depthonly)
12977 r_refdef.stats.world_surfaces += numsurfacelist;
12978 for (j = 0;j < numsurfacelist;j++)
12979 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12982 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12985 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12987 int i, j, endj, flagsmask;
12988 dp_model_t *model = ent->model;
12989 msurface_t *surfaces;
12990 unsigned char *update;
12991 int numsurfacelist = 0;
12995 if (r_maxsurfacelist < model->num_surfaces)
12997 r_maxsurfacelist = model->num_surfaces;
12999 Mem_Free((msurface_t **)r_surfacelist);
13000 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13003 // if the model is static it doesn't matter what value we give for
13004 // wantnormals and wanttangents, so this logic uses only rules applicable
13005 // to a model, knowing that they are meaningless otherwise
13006 if (ent == r_refdef.scene.worldentity)
13007 RSurf_ActiveWorldEntity();
13008 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13009 RSurf_ActiveModelEntity(ent, false, false, false);
13011 RSurf_ActiveModelEntity(ent, true, true, true);
13012 else if (depthonly)
13014 switch (vid.renderpath)
13016 case RENDERPATH_GL20:
13017 case RENDERPATH_CGGL:
13018 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13020 case RENDERPATH_GL13:
13021 case RENDERPATH_GL11:
13022 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13028 switch (vid.renderpath)
13030 case RENDERPATH_GL20:
13031 case RENDERPATH_CGGL:
13032 RSurf_ActiveModelEntity(ent, true, true, false);
13034 case RENDERPATH_GL13:
13035 case RENDERPATH_GL11:
13036 RSurf_ActiveModelEntity(ent, true, false, false);
13041 surfaces = model->data_surfaces;
13042 update = model->brushq1.lightmapupdateflags;
13044 // update light styles
13045 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13047 model_brush_lightstyleinfo_t *style;
13048 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13050 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13052 int *list = style->surfacelist;
13053 style->value = r_refdef.scene.lightstylevalue[style->style];
13054 for (j = 0;j < style->numsurfaces;j++)
13055 update[list[j]] = true;
13060 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13064 R_DrawDebugModel();
13065 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13069 rsurface.lightmaptexture = NULL;
13070 rsurface.deluxemaptexture = NULL;
13071 rsurface.uselightmaptexture = false;
13072 rsurface.texture = NULL;
13073 rsurface.rtlight = NULL;
13074 numsurfacelist = 0;
13075 // add visible surfaces to draw list
13076 for (i = 0;i < model->nummodelsurfaces;i++)
13077 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13078 // don't do anything if there were no surfaces
13079 if (!numsurfacelist)
13081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13084 // update lightmaps if needed
13088 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13093 R_BuildLightMap(ent, surfaces + j);
13098 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13100 R_BuildLightMap(ent, surfaces + j);
13101 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13102 GL_AlphaTest(false);
13104 // add to stats if desired
13105 if (r_speeds.integer && !skysurfaces && !depthonly)
13107 r_refdef.stats.entities_surfaces += numsurfacelist;
13108 for (j = 0;j < numsurfacelist;j++)
13109 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13112 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13115 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13117 static texture_t texture;
13118 static msurface_t surface;
13119 const msurface_t *surfacelist = &surface;
13121 // fake enough texture and surface state to render this geometry
13123 texture.update_lastrenderframe = -1; // regenerate this texture
13124 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13125 texture.currentskinframe = skinframe;
13126 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13127 texture.offsetmapping = OFFSETMAPPING_OFF;
13128 texture.offsetscale = 1;
13129 texture.specularscalemod = 1;
13130 texture.specularpowermod = 1;
13132 surface.texture = &texture;
13133 surface.num_triangles = numtriangles;
13134 surface.num_firsttriangle = firsttriangle;
13135 surface.num_vertices = numvertices;
13136 surface.num_firstvertex = firstvertex;
13139 rsurface.texture = R_GetCurrentTexture(surface.texture);
13140 rsurface.lightmaptexture = NULL;
13141 rsurface.deluxemaptexture = NULL;
13142 rsurface.uselightmaptexture = false;
13143 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13146 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)
13148 static msurface_t surface;
13149 const msurface_t *surfacelist = &surface;
13151 // fake enough texture and surface state to render this geometry
13153 surface.texture = texture;
13154 surface.num_triangles = numtriangles;
13155 surface.num_firsttriangle = firsttriangle;
13156 surface.num_vertices = numvertices;
13157 surface.num_firstvertex = firstvertex;
13160 rsurface.texture = R_GetCurrentTexture(surface.texture);
13161 rsurface.lightmaptexture = NULL;
13162 rsurface.deluxemaptexture = NULL;
13163 rsurface.uselightmaptexture = false;
13164 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);