2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_frame = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
215 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
216 unsigned int r_numqueries;
217 unsigned int r_maxqueries;
219 typedef struct r_qwskincache_s
221 char name[MAX_QPATH];
222 skinframe_t *skinframe;
226 static r_qwskincache_t *r_qwskincache;
227 static int r_qwskincache_size;
229 /// vertex coordinates for a quad that covers the screen exactly
230 const float r_screenvertex3f[12] =
238 extern void R_DrawModelShadows(void);
240 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
243 for (i = 0;i < verts;i++)
254 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
257 for (i = 0;i < verts;i++)
267 // FIXME: move this to client?
270 if (gamemode == GAME_NEHAHRA)
272 Cvar_Set("gl_fogenable", "0");
273 Cvar_Set("gl_fogdensity", "0.2");
274 Cvar_Set("gl_fogred", "0.3");
275 Cvar_Set("gl_foggreen", "0.3");
276 Cvar_Set("gl_fogblue", "0.3");
278 r_refdef.fog_density = 0;
279 r_refdef.fog_red = 0;
280 r_refdef.fog_green = 0;
281 r_refdef.fog_blue = 0;
282 r_refdef.fog_alpha = 1;
283 r_refdef.fog_start = 0;
284 r_refdef.fog_end = 16384;
285 r_refdef.fog_height = 1<<30;
286 r_refdef.fog_fadedepth = 128;
289 static void R_BuildBlankTextures(void)
291 unsigned char data[4];
292 data[2] = 128; // normal X
293 data[1] = 128; // normal Y
294 data[0] = 255; // normal Z
295 data[3] = 128; // height
296 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
301 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
306 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314 static void R_BuildNoTexture(void)
317 unsigned char pix[16][16][4];
318 // this makes a light grey/dark grey checkerboard texture
319 for (y = 0;y < 16;y++)
321 for (x = 0;x < 16;x++)
323 if ((y < 8) ^ (x < 8))
339 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
342 static void R_BuildWhiteCube(void)
344 unsigned char data[6*1*1*4];
345 memset(data, 255, sizeof(data));
346 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
349 static void R_BuildNormalizationCube(void)
353 vec_t s, t, intensity;
356 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
357 for (side = 0;side < 6;side++)
359 for (y = 0;y < NORMSIZE;y++)
361 for (x = 0;x < NORMSIZE;x++)
363 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
364 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
399 intensity = 127.0f / sqrt(DotProduct(v, v));
400 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
401 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
402 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
403 data[((side*64+y)*64+x)*4+3] = 255;
407 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
411 static void R_BuildFogTexture(void)
415 unsigned char data1[FOGWIDTH][4];
416 //unsigned char data2[FOGWIDTH][4];
419 r_refdef.fogmasktable_start = r_refdef.fog_start;
420 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
421 r_refdef.fogmasktable_range = r_refdef.fogrange;
422 r_refdef.fogmasktable_density = r_refdef.fog_density;
424 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
425 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
427 d = (x * r - r_refdef.fogmasktable_start);
428 if(developer_extra.integer)
429 Con_DPrintf("%f ", d);
431 if (r_fog_exp2.integer)
432 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
434 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
435 if(developer_extra.integer)
436 Con_DPrintf(" : %f ", alpha);
437 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
438 if(developer_extra.integer)
439 Con_DPrintf(" = %f\n", alpha);
440 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
443 for (x = 0;x < FOGWIDTH;x++)
445 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
450 //data2[x][0] = 255 - b;
451 //data2[x][1] = 255 - b;
452 //data2[x][2] = 255 - b;
455 if (r_texture_fogattenuation)
457 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
458 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
462 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
463 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
467 //=======================================================================================================================================================
469 static const char *builtinshaderstring =
470 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
471 "// written by Forest 'LordHavoc' Hale\n"
472 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
474 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
477 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
478 "#define USELIGHTMAP\n"
480 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
481 "#define USEEYEVECTOR\n"
484 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
485 "# extension GL_ARB_texture_rectangle : enable\n"
488 "#ifdef USESHADOWMAP2D\n"
489 "# ifdef GL_EXT_gpu_shader4\n"
490 "# extension GL_EXT_gpu_shader4 : enable\n"
492 "# ifdef GL_ARB_texture_gather\n"
493 "# extension GL_ARB_texture_gather : enable\n"
495 "# ifdef GL_AMD_texture_texture4\n"
496 "# extension GL_AMD_texture_texture4 : enable\n"
501 "#ifdef USESHADOWMAPCUBE\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
505 "//#ifdef USESHADOWSAMPLER\n"
506 "//# extension GL_ARB_shadow : enable\n"
509 "//#ifdef __GLSL_CG_DATA_TYPES\n"
510 "//# define myhalf half\n"
511 "//# define myhalf2 half2\n"
512 "//# define myhalf3 half3\n"
513 "//# define myhalf4 half4\n"
515 "# define myhalf float\n"
516 "# define myhalf2 vec2\n"
517 "# define myhalf3 vec3\n"
518 "# define myhalf4 vec4\n"
521 "#ifdef VERTEX_SHADER\n"
522 "uniform mat4 ModelViewProjectionMatrix;\n"
525 "#ifdef MODE_DEPTH_OR_SHADOW\n"
526 "#ifdef VERTEX_SHADER\n"
529 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
532 "#else // !MODE_DEPTH_ORSHADOW\n"
537 "#ifdef MODE_SHOWDEPTH\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
546 "#ifdef FRAGMENT_SHADER\n"
549 " gl_FragColor = gl_Color;\n"
552 "#else // !MODE_SHOWDEPTH\n"
557 "#ifdef MODE_POSTPROCESS\n"
558 "varying vec2 TexCoord1;\n"
559 "varying vec2 TexCoord2;\n"
561 "#ifdef VERTEX_SHADER\n"
564 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
565 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
567 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
572 "#ifdef FRAGMENT_SHADER\n"
573 "uniform sampler2D Texture_First;\n"
575 "uniform sampler2D Texture_Second;\n"
577 "#ifdef USEGAMMARAMPS\n"
578 "uniform sampler2D Texture_GammaRamps;\n"
580 "#ifdef USESATURATION\n"
581 "uniform float Saturation;\n"
583 "#ifdef USEVIEWTINT\n"
584 "uniform vec4 ViewTintColor;\n"
586 "//uncomment these if you want to use them:\n"
587 "uniform vec4 UserVec1;\n"
588 "// uniform vec4 UserVec2;\n"
589 "// uniform vec4 UserVec3;\n"
590 "// uniform vec4 UserVec4;\n"
591 "// uniform float ClientTime;\n"
592 "uniform vec2 PixelSize;\n"
595 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
597 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
599 "#ifdef USEVIEWTINT\n"
600 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
603 "#ifdef USEPOSTPROCESSING\n"
604 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
605 "// 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"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
608 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
609 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
610 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
611 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
614 "#ifdef USESATURATION\n"
615 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
616 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
617 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
618 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
621 "#ifdef USEGAMMARAMPS\n"
622 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
623 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
624 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
628 "#else // !MODE_POSTPROCESS\n"
633 "#ifdef MODE_GENERIC\n"
634 "#ifdef USEDIFFUSE\n"
635 "varying vec2 TexCoord1;\n"
637 "#ifdef USESPECULAR\n"
638 "varying vec2 TexCoord2;\n"
640 "#ifdef VERTEX_SHADER\n"
643 " gl_FrontColor = gl_Color;\n"
644 "#ifdef USEDIFFUSE\n"
645 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
647 "#ifdef USESPECULAR\n"
648 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
650 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
654 "#ifdef FRAGMENT_SHADER\n"
655 "#ifdef USEDIFFUSE\n"
656 "uniform sampler2D Texture_First;\n"
658 "#ifdef USESPECULAR\n"
659 "uniform sampler2D Texture_Second;\n"
664 " gl_FragColor = gl_Color;\n"
665 "#ifdef USEDIFFUSE\n"
666 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
669 "#ifdef USESPECULAR\n"
670 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
671 "# ifdef USECOLORMAPPING\n"
672 " gl_FragColor *= tex2;\n"
675 " gl_FragColor += tex2;\n"
677 "# ifdef USEVERTEXTEXTUREBLEND\n"
678 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
683 "#else // !MODE_GENERIC\n"
688 "#ifdef MODE_BLOOMBLUR\n"
689 "varying TexCoord;\n"
690 "#ifdef VERTEX_SHADER\n"
693 " gl_FrontColor = gl_Color;\n"
694 " TexCoord = gl_MultiTexCoord0.xy;\n"
695 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
699 "#ifdef FRAGMENT_SHADER\n"
700 "uniform sampler2D Texture_First;\n"
701 "uniform vec4 BloomBlur_Parameters;\n"
706 " vec2 tc = TexCoord;\n"
707 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
708 " tc += BloomBlur_Parameters.xy;\n"
709 " for (i = 1;i < SAMPLES;i++)\n"
711 " color += texture2D(Texture_First, tc).rgb;\n"
712 " tc += BloomBlur_Parameters.xy;\n"
714 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
717 "#else // !MODE_BLOOMBLUR\n"
718 "#ifdef MODE_REFRACTION\n"
719 "varying vec2 TexCoord;\n"
720 "varying vec4 ModelViewProjectionPosition;\n"
721 "uniform mat4 TexMatrix;\n"
722 "#ifdef VERTEX_SHADER\n"
726 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
727 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
728 " ModelViewProjectionPosition = gl_Position;\n"
732 "#ifdef FRAGMENT_SHADER\n"
733 "uniform sampler2D Texture_Normal;\n"
734 "uniform sampler2D Texture_Refraction;\n"
735 "uniform sampler2D Texture_Reflection;\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform vec4 RefractColor;\n"
741 "uniform vec4 ReflectColor;\n"
742 "uniform float ReflectFactor;\n"
743 "uniform float ReflectOffset;\n"
747 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
748 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
749 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
750 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
751 " // FIXME temporary hack to detect the case that the reflection\n"
752 " // gets blackened at edges due to leaving the area that contains actual\n"
754 " // Remove this 'ack once we have a better way to stop this thing from\n"
756 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
757 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
758 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
759 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
760 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
761 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
764 "#else // !MODE_REFRACTION\n"
769 "#ifdef MODE_WATER\n"
770 "varying vec2 TexCoord;\n"
771 "varying vec3 EyeVector;\n"
772 "varying vec4 ModelViewProjectionPosition;\n"
773 "#ifdef VERTEX_SHADER\n"
774 "uniform vec3 EyePosition;\n"
775 "uniform mat4 TexMatrix;\n"
779 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
780 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
781 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
782 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
783 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
784 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
785 " ModelViewProjectionPosition = gl_Position;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "uniform sampler2D Texture_Normal;\n"
791 "uniform sampler2D Texture_Refraction;\n"
792 "uniform sampler2D Texture_Reflection;\n"
794 "uniform vec4 DistortScaleRefractReflect;\n"
795 "uniform vec4 ScreenScaleRefractReflect;\n"
796 "uniform vec4 ScreenCenterRefractReflect;\n"
797 "uniform vec4 RefractColor;\n"
798 "uniform vec4 ReflectColor;\n"
799 "uniform float ReflectFactor;\n"
800 "uniform float ReflectOffset;\n"
804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
806 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " // FIXME temporary hack to detect the case that the reflection\n"
809 " // gets blackened at edges due to leaving the area that contains actual\n"
811 " // Remove this 'ack once we have a better way to stop this thing from\n"
813 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
814 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
815 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
817 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
818 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
819 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
820 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
821 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
822 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
823 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
824 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
827 "#else // !MODE_WATER\n"
832 "// common definitions between vertex shader and fragment shader:\n"
834 "varying vec2 TexCoord;\n"
835 "#ifdef USEVERTEXTEXTUREBLEND\n"
836 "varying vec2 TexCoord2;\n"
838 "#ifdef USELIGHTMAP\n"
839 "varying vec2 TexCoordLightmap;\n"
842 "#ifdef MODE_LIGHTSOURCE\n"
843 "varying vec3 CubeVector;\n"
846 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// 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"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2D Texture_ScreenDepth;\n"
926 "uniform sampler2D Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2D Texture_ScreenDiffuse;\n"
930 "uniform sampler2D Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " 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"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " 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"
1125 " 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"
1126 " 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"
1127 " 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"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " 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"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " 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"
1189 " 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"
1190 " 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"
1191 " 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"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1316 "uniform myhalf2 PixelToScreenTexCoord;\n"
1319 " // calculate viewspace pixel position\n"
1320 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1322 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1323 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1324 " // decode viewspace pixel normal\n"
1325 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1326 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1327 " // surfacenormal = pixel normal in viewspace\n"
1328 " // LightVector = pixel to light in viewspace\n"
1329 " // CubeVector = position in lightspace\n"
1330 " // eyevector = pixel to view in viewspace\n"
1331 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1332 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1333 "#ifdef USEDIFFUSE\n"
1334 " // calculate diffuse shading\n"
1335 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1336 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1338 "#ifdef USESPECULAR\n"
1339 " // calculate directional shading\n"
1340 " vec3 eyevector = position * -1.0;\n"
1341 "# ifdef USEEXACTSPECULARMATH\n"
1342 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1344 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1345 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1349 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1350 " fade *= ShadowMapCompare(CubeVector);\n"
1353 "#ifdef USEDIFFUSE\n"
1354 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1356 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1358 "#ifdef USESPECULAR\n"
1359 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1361 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1364 "# ifdef USECUBEFILTER\n"
1365 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1366 " gl_FragData[0].rgb *= cubecolor;\n"
1367 " gl_FragData[1].rgb *= cubecolor;\n"
1370 "#endif // FRAGMENT_SHADER\n"
1371 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1376 "#ifdef VERTEX_SHADER\n"
1377 "uniform mat4 TexMatrix;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "uniform mat4 BackgroundTexMatrix;\n"
1381 "#ifdef MODE_LIGHTSOURCE\n"
1382 "uniform mat4 ModelToLight;\n"
1386 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1387 " gl_FrontColor = gl_Color;\n"
1389 " // copy the surface texcoord\n"
1390 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1391 "#ifdef USEVERTEXTEXTUREBLEND\n"
1392 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 "#ifdef USELIGHTMAP\n"
1395 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1398 "#ifdef MODE_LIGHTSOURCE\n"
1399 " // transform vertex position into light attenuation/cubemap space\n"
1400 " // (-1 to +1 across the light box)\n"
1401 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1403 "# ifdef USEDIFFUSE\n"
1404 " // transform unnormalized light direction into tangent space\n"
1405 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1406 " // normalize it per pixel)\n"
1407 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1408 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1409 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1410 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1414 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1415 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1416 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1417 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1420 " // transform unnormalized eye direction into tangent space\n"
1421 "#ifdef USEEYEVECTOR\n"
1422 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1423 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1424 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1425 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1429 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1430 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1433 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1434 " VectorS = gl_MultiTexCoord1.xyz;\n"
1435 " VectorT = gl_MultiTexCoord2.xyz;\n"
1436 " VectorR = gl_MultiTexCoord3.xyz;\n"
1439 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1440 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1442 "#ifdef USEREFLECTION\n"
1443 " ModelViewProjectionPosition = gl_Position;\n"
1446 "#endif // VERTEX_SHADER\n"
1451 "#ifdef FRAGMENT_SHADER\n"
1452 "#ifdef USEDEFERREDLIGHTMAP\n"
1453 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 "uniform myhalf3 DeferredMod_Diffuse;\n"
1455 "uniform myhalf3 DeferredMod_Specular;\n"
1457 "uniform myhalf3 Color_Ambient;\n"
1458 "uniform myhalf3 Color_Diffuse;\n"
1459 "uniform myhalf3 Color_Specular;\n"
1460 "uniform myhalf SpecularPower;\n"
1462 "uniform myhalf3 Color_Glow;\n"
1464 "uniform myhalf Alpha;\n"
1465 "#ifdef USEREFLECTION\n"
1466 "uniform vec4 DistortScaleRefractReflect;\n"
1467 "uniform vec4 ScreenScaleRefractReflect;\n"
1468 "uniform vec4 ScreenCenterRefractReflect;\n"
1469 "uniform myhalf4 ReflectColor;\n"
1471 "#ifdef MODE_LIGHTDIRECTION\n"
1472 "uniform myhalf3 LightColor;\n"
1474 "#ifdef MODE_LIGHTSOURCE\n"
1475 "uniform myhalf3 LightColor;\n"
1479 "#ifdef USEOFFSETMAPPING\n"
1480 " // apply offsetmapping\n"
1481 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1482 "#define TexCoord TexCoordOffset\n"
1485 " // combine the diffuse textures (base, pants, shirt)\n"
1486 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1487 "#ifdef USEALPHAKILL\n"
1488 " if (color.a < 0.5)\n"
1491 " color.a *= Alpha;\n"
1492 "#ifdef USECOLORMAPPING\n"
1493 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1495 "#ifdef USEVERTEXTEXTUREBLEND\n"
1496 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1497 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1498 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1499 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1501 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1504 " // get the surface normal\n"
1505 "#ifdef USEVERTEXTEXTUREBLEND\n"
1506 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1511 " // get the material colors\n"
1512 " myhalf3 diffusetex = color.rgb;\n"
1513 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1514 "# ifdef USEVERTEXTEXTUREBLEND\n"
1515 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1517 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1524 "#ifdef MODE_LIGHTSOURCE\n"
1525 " // light source\n"
1526 "#ifdef USEDIFFUSE\n"
1527 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1528 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1529 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1530 "#ifdef USESPECULAR\n"
1531 "#ifdef USEEXACTSPECULARMATH\n"
1532 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1534 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1535 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1537 " color.rgb += glosstex * (specular * Color_Specular);\n"
1540 " color.rgb = diffusetex * Color_Ambient;\n"
1542 " color.rgb *= LightColor;\n"
1543 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1544 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1545 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1547 "# ifdef USECUBEFILTER\n"
1548 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1550 "#endif // MODE_LIGHTSOURCE\n"
1555 "#ifdef MODE_LIGHTDIRECTION\n"
1557 "#ifdef USEDIFFUSE\n"
1558 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1560 "#define lightcolor LightColor\n"
1561 "#endif // MODE_LIGHTDIRECTION\n"
1562 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1564 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1565 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1566 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1567 " // convert modelspace light vector to tangentspace\n"
1568 " myhalf3 lightnormal;\n"
1569 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1570 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1571 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1572 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1573 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1574 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1575 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1576 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1577 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1578 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1579 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1580 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1581 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1582 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1583 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1585 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1586 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1587 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1593 "#ifdef MODE_LIGHTMAP\n"
1594 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1595 "#endif // MODE_LIGHTMAP\n"
1596 "#ifdef MODE_VERTEXCOLOR\n"
1597 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1598 "#endif // MODE_VERTEXCOLOR\n"
1599 "#ifdef MODE_FLATCOLOR\n"
1600 " color.rgb = diffusetex * Color_Ambient;\n"
1601 "#endif // MODE_FLATCOLOR\n"
1607 "# ifdef USEDIFFUSE\n"
1608 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 "# ifdef USESPECULAR\n"
1610 "# ifdef USEEXACTSPECULARMATH\n"
1611 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1613 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1614 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1616 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1618 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1621 " color.rgb = diffusetex * Color_Ambient;\n"
1625 "#ifdef USEDEFERREDLIGHTMAP\n"
1626 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1627 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1628 " color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1632 "#ifdef USEVERTEXTEXTUREBLEND\n"
1633 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1635 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1640 "#ifdef MODE_LIGHTSOURCE\n"
1641 " color.rgb *= myhalf(FogVertex());\n"
1643 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1647 " // 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"
1648 "#ifdef USEREFLECTION\n"
1649 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1650 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1651 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1652 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1653 " // FIXME temporary hack to detect the case that the reflection\n"
1654 " // gets blackened at edges due to leaving the area that contains actual\n"
1656 " // Remove this 'ack once we have a better way to stop this thing from\n"
1658 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1659 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1660 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1661 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1662 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1663 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1666 " gl_FragColor = vec4(color);\n"
1668 "#endif // FRAGMENT_SHADER\n"
1670 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1671 "#endif // !MODE_DEFERREDGEOMETRY\n"
1672 "#endif // !MODE_WATER\n"
1673 "#endif // !MODE_REFRACTION\n"
1674 "#endif // !MODE_BLOOMBLUR\n"
1675 "#endif // !MODE_GENERIC\n"
1676 "#endif // !MODE_POSTPROCESS\n"
1677 "#endif // !MODE_SHOWDEPTH\n"
1678 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1682 =========================================================================================================================================================
1686 =========================================================================================================================================================
1690 =========================================================================================================================================================
1694 =========================================================================================================================================================
1698 =========================================================================================================================================================
1702 =========================================================================================================================================================
1706 =========================================================================================================================================================
1709 const char *builtincgshaderstring =
1710 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1711 "// written by Forest 'LordHavoc' Hale\n"
1712 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1714 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1717 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1718 "#define USELIGHTMAP\n"
1720 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1721 "#define USEEYEVECTOR\n"
1724 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1725 "#ifdef VERTEX_SHADER\n"
1728 "float4 gl_Vertex : POSITION,\n"
1729 "uniform float4x4 ModelViewProjectionMatrix,\n"
1730 "out float4 gl_Position : POSITION\n"
1733 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1736 "#else // !MODE_DEPTH_ORSHADOW\n"
1741 "#ifdef MODE_SHOWDEPTH\n"
1742 "#ifdef VERTEX_SHADER\n"
1745 "float4 gl_Vertex : POSITION,\n"
1746 "uniform float4x4 ModelViewProjectionMatrix,\n"
1747 "out float4 gl_Position : POSITION,\n"
1748 "out float4 gl_FrontColor : COLOR0\n"
1751 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1752 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1756 "#ifdef FRAGMENT_SHADER\n"
1759 "float4 gl_FrontColor : COLOR0,\n"
1760 "out float4 gl_FragColor : COLOR\n"
1763 " gl_FragColor = gl_FrontColor;\n"
1766 "#else // !MODE_SHOWDEPTH\n"
1771 "#ifdef MODE_POSTPROCESS\n"
1773 "#ifdef VERTEX_SHADER\n"
1776 "float4 gl_Vertex : POSITION,\n"
1777 "uniform float4x4 ModelViewProjectionMatrix,\n"
1778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1780 "out float4 gl_Position : POSITION,\n"
1781 "out float2 TexCoord1 : TEXCOORD0,\n"
1782 "out float2 TexCoord2 : TEXCOORD1\n"
1785 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1786 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1788 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1793 "#ifdef FRAGMENT_SHADER\n"
1796 "float2 TexCoord1 : TEXCOORD0,\n"
1797 "float2 TexCoord2 : TEXCOORD1,\n"
1798 "uniform sampler2D Texture_First,\n"
1800 "uniform sampler2D Texture_Second,\n"
1802 "#ifdef USEGAMMARAMPS\n"
1803 "uniform sampler2D Texture_GammaRamps,\n"
1805 "#ifdef USESATURATION\n"
1806 "uniform float Saturation,\n"
1808 "#ifdef USEVIEWTINT\n"
1809 "uniform float4 ViewTintColor,\n"
1811 "uniform float4 UserVec1,\n"
1812 "uniform float4 UserVec2,\n"
1813 "uniform float4 UserVec3,\n"
1814 "uniform float4 UserVec4,\n"
1815 "uniform float ClientTime,\n"
1816 "uniform float2 PixelSize,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1820 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1822 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1824 "#ifdef USEVIEWTINT\n"
1825 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1828 "#ifdef USEPOSTPROCESSING\n"
1829 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1830 "// 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"
1831 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1832 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1833 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1834 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1835 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1836 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1839 "#ifdef USESATURATION\n"
1840 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1841 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1842 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1843 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1846 "#ifdef USEGAMMARAMPS\n"
1847 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1848 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1849 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1853 "#else // !MODE_POSTPROCESS\n"
1858 "#ifdef MODE_GENERIC\n"
1859 "#ifdef VERTEX_SHADER\n"
1862 "float4 gl_Vertex : POSITION,\n"
1863 "uniform float4x4 ModelViewProjectionMatrix,\n"
1864 "float4 gl_Color : COLOR0,\n"
1865 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1866 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1867 "out float4 gl_Position : POSITION,\n"
1868 "out float4 gl_FrontColor : COLOR,\n"
1869 "out float2 TexCoord1 : TEXCOORD0,\n"
1870 "out float2 TexCoord2 : TEXCOORD1\n"
1873 " gl_FrontColor = gl_Color;\n"
1874 "#ifdef USEDIFFUSE\n"
1875 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1877 "#ifdef USESPECULAR\n"
1878 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1880 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1888 "float4 gl_FrontColor : COLOR,\n"
1889 "float2 TexCoord1 : TEXCOORD0,\n"
1890 "float2 TexCoord2 : TEXCOORD1,\n"
1891 "#ifdef USEDIFFUSE\n"
1892 "uniform sampler2D Texture_First,\n"
1894 "#ifdef USESPECULAR\n"
1895 "uniform sampler2D Texture_Second,\n"
1897 "out float4 gl_FragColor : COLOR\n"
1900 " gl_FragColor = gl_FrontColor;\n"
1901 "#ifdef USEDIFFUSE\n"
1902 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1905 "#ifdef USESPECULAR\n"
1906 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1907 "# ifdef USECOLORMAPPING\n"
1908 " gl_FragColor *= tex2;\n"
1911 " gl_FragColor += tex2;\n"
1913 "# ifdef USEVERTEXTEXTUREBLEND\n"
1914 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1919 "#else // !MODE_GENERIC\n"
1924 "#ifdef MODE_BLOOMBLUR\n"
1925 "#ifdef VERTEX_SHADER\n"
1928 "float4 gl_Vertex : POSITION,\n"
1929 "uniform float4x4 ModelViewProjectionMatrix,\n"
1930 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1931 "out float4 gl_Position : POSITION,\n"
1932 "out float2 TexCoord : TEXCOORD0\n"
1935 " TexCoord = gl_MultiTexCoord0.xy;\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1940 "#ifdef FRAGMENT_SHADER\n"
1944 "float2 TexCoord : TEXCOORD0,\n"
1945 "uniform sampler2D Texture_First,\n"
1946 "uniform float4 BloomBlur_Parameters,\n"
1947 "out float4 gl_FragColor : COLOR\n"
1951 " float2 tc = TexCoord;\n"
1952 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1953 " tc += BloomBlur_Parameters.xy;\n"
1954 " for (i = 1;i < SAMPLES;i++)\n"
1956 " color += tex2D(Texture_First, tc).rgb;\n"
1957 " tc += BloomBlur_Parameters.xy;\n"
1959 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1962 "#else // !MODE_BLOOMBLUR\n"
1963 "#ifdef MODE_REFRACTION\n"
1964 "#ifdef VERTEX_SHADER\n"
1967 "float4 gl_Vertex : POSITION,\n"
1968 "uniform float4x4 ModelViewProjectionMatrix,\n"
1969 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1970 "uniform float4x4 TexMatrix,\n"
1971 "uniform float3 EyePosition,\n"
1972 "out float4 gl_Position : POSITION,\n"
1973 "out float2 TexCoord : TEXCOORD0,\n"
1974 "out float3 EyeVector : TEXCOORD1,\n"
1975 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1978 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1979 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1980 " ModelViewProjectionPosition = gl_Position;\n"
1984 "#ifdef FRAGMENT_SHADER\n"
1987 "float2 TexCoord : TEXCOORD0,\n"
1988 "float3 EyeVector : TEXCOORD1,\n"
1989 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1990 "uniform sampler2D Texture_Normal,\n"
1991 "uniform sampler2D Texture_Refraction,\n"
1992 "uniform sampler2D Texture_Reflection,\n"
1993 "uniform float4 DistortScaleRefractReflect,\n"
1994 "uniform float4 ScreenScaleRefractReflect,\n"
1995 "uniform float4 ScreenCenterRefractReflect,\n"
1996 "uniform float4 RefractColor,\n"
1997 "out float4 gl_FragColor : COLOR\n"
2000 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2001 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2002 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2003 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2004 " // FIXME temporary hack to detect the case that the reflection\n"
2005 " // gets blackened at edges due to leaving the area that contains actual\n"
2007 " // Remove this 'ack once we have a better way to stop this thing from\n"
2009 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2010 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2011 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2012 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2013 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2014 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2017 "#else // !MODE_REFRACTION\n"
2022 "#ifdef MODE_WATER\n"
2023 "#ifdef VERTEX_SHADER\n"
2027 "float4 gl_Vertex : POSITION,\n"
2028 "uniform float4x4 ModelViewProjectionMatrix,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "uniform float4x4 TexMatrix,\n"
2031 "uniform float3 EyePosition,\n"
2032 "out float4 gl_Position : POSITION,\n"
2033 "out float2 TexCoord : TEXCOORD0,\n"
2034 "out float3 EyeVector : TEXCOORD1,\n"
2035 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2038 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2039 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2040 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2041 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2042 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 " ModelViewProjectionPosition = gl_Position;\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2051 "float2 TexCoord : TEXCOORD0,\n"
2052 "float3 EyeVector : TEXCOORD1,\n"
2053 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2054 "uniform sampler2D Texture_Normal,\n"
2055 "uniform sampler2D Texture_Refraction,\n"
2056 "uniform sampler2D Texture_Reflection,\n"
2057 "uniform float4 DistortScaleRefractReflect,\n"
2058 "uniform float4 ScreenScaleRefractReflect,\n"
2059 "uniform float4 ScreenCenterRefractReflect,\n"
2060 "uniform float4 RefractColor,\n"
2061 "uniform float4 ReflectColor,\n"
2062 "uniform float ReflectFactor,\n"
2063 "uniform float ReflectOffset,\n"
2064 "out float4 gl_FragColor : COLOR\n"
2067 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2068 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2069 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2070 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2071 " // FIXME temporary hack to detect the case that the reflection\n"
2072 " // gets blackened at edges due to leaving the area that contains actual\n"
2074 " // Remove this 'ack once we have a better way to stop this thing from\n"
2076 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2077 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2078 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2079 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2080 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2081 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2083 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2084 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2085 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2086 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2087 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2090 "#else // !MODE_WATER\n"
2095 "// 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"
2097 "// fragment shader specific:\n"
2098 "#ifdef FRAGMENT_SHADER\n"
2101 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2104 "#ifdef USEFOGOUTSIDE\n"
2105 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2107 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2109 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2113 "#ifdef USEOFFSETMAPPING\n"
2114 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2116 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2117 " // 14 sample relief mapping: linear search and then binary search\n"
2118 " // this basically steps forward a small amount repeatedly until it finds\n"
2119 " // itself inside solid, then jitters forward and back using decreasing\n"
2120 " // amounts to find the impact\n"
2121 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2122 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2123 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2124 " float3 RT = float3(TexCoord, 1);\n"
2125 " OffsetVector *= 0.1;\n"
2126 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2127 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2128 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2129 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2130 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2131 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2132 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2133 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2134 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2135 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2136 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2137 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2138 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2139 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2142 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2143 " // this basically moves forward the full distance, and then backs up based\n"
2144 " // on height of samples\n"
2145 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2146 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2147 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2148 " TexCoord += OffsetVector;\n"
2149 " OffsetVector *= 0.333;\n"
2150 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2151 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2152 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2153 " return TexCoord;\n"
2156 "#endif // USEOFFSETMAPPING\n"
2158 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2159 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2160 "# ifndef USESHADOWMAPVSDCT\n"
2161 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2163 " float3 adir = abs(dir);\n"
2167 " if (adir.x > adir.y)\n"
2169 " if (adir.x > adir.z) // X\n"
2173 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2179 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2184 " if (adir.y > adir.z) // Y\n"
2188 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2194 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2198 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2199 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2200 " stc.z += ShadowMap_Parameters.z;\n"
2204 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2206 " float3 adir = abs(dir);\n"
2207 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2208 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2209 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2210 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2211 " stc.z += ShadowMap_Parameters.z;\n"
2215 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "#ifdef USESHADOWMAPCUBE\n"
2218 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2220 " float3 adir = abs(dir);\n"
2221 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2225 "# ifdef USESHADOWMAPRECT\n"
2226 "#ifdef USESHADOWMAPVSDCT\n"
2227 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2232 "#ifdef USESHADOWMAPVSDCT\n"
2233 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2235 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2238 "# ifdef USESHADOWSAMPLER\n"
2240 "# ifdef USESHADOWMAPPCF\n"
2241 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2242 " 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"
2244 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2249 "# ifdef USESHADOWMAPPCF\n"
2250 "# if USESHADOWMAPPCF > 1\n"
2251 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2252 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2253 " 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"
2254 " 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"
2255 " 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"
2256 " 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"
2257 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2258 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2260 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2261 " float2 offset = frac(shadowmaptc.xy);\n"
2262 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2263 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2264 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2265 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2266 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2269 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2277 "# ifdef USESHADOWMAP2D\n"
2278 "#ifdef USESHADOWMAPVSDCT\n"
2279 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2281 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2284 "#ifdef USESHADOWMAPVSDCT\n"
2285 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2287 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2291 "# ifdef USESHADOWSAMPLER\n"
2292 "# ifdef USESHADOWMAPPCF\n"
2293 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2294 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2295 " 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"
2297 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2300 "# ifdef USESHADOWMAPPCF\n"
2301 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2302 "# ifdef GL_ARB_texture_gather\n"
2303 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2305 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2307 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2308 " center *= ShadowMap_TextureScale;\n"
2309 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2310 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2311 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2312 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2313 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2314 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2315 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2317 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2318 "# if USESHADOWMAPPCF > 1\n"
2319 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2320 " center *= ShadowMap_TextureScale;\n"
2321 " 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"
2322 " 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"
2323 " 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"
2324 " 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"
2325 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2326 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2328 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2329 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2330 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2331 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2332 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2333 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2337 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2344 "# ifdef USESHADOWMAPCUBE\n"
2345 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2347 " // apply depth texture cubemap as light filter\n"
2348 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2350 "# ifdef USESHADOWSAMPLER\n"
2351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2353 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2359 "#endif // FRAGMENT_SHADER\n"
2364 "#ifdef MODE_DEFERREDGEOMETRY\n"
2365 "#ifdef VERTEX_SHADER\n"
2368 "float4 gl_Vertex : POSITION,\n"
2369 "uniform float4x4 ModelViewProjectionMatrix,\n"
2370 "#ifdef USEVERTEXTEXTUREBLEND\n"
2371 "float4 gl_Color : COLOR0,\n"
2373 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2374 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2375 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2376 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2377 "uniform float4x4 TexMatrix,\n"
2378 "#ifdef USEVERTEXTEXTUREBLEND\n"
2379 "uniform float4x4 BackgroundTexMatrix,\n"
2381 "uniform float4x4 ModelViewMatrix,\n"
2382 "#ifdef USEOFFSETMAPPING\n"
2383 "uniform float3 EyePosition,\n"
2385 "out float4 gl_Position : POSITION,\n"
2386 "out float4 gl_FrontColor : COLOR,\n"
2387 "out float4 TexCoordBoth : TEXCOORD0,\n"
2388 "#ifdef USEOFFSETMAPPING\n"
2389 "out float3 EyeVector : TEXCOORD2,\n"
2391 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2392 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2393 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2396 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2397 "#ifdef USEVERTEXTEXTUREBLEND\n"
2398 " gl_FrontColor = gl_Color;\n"
2399 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2402 " // transform unnormalized eye direction into tangent space\n"
2403 "#ifdef USEOFFSETMAPPING\n"
2404 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2405 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2406 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2407 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2410 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2411 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2412 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2413 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2415 "#endif // VERTEX_SHADER\n"
2417 "#ifdef FRAGMENT_SHADER\n"
2420 "float4 TexCoordBoth : TEXCOORD0,\n"
2421 "float3 EyeVector : TEXCOORD2,\n"
2422 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2423 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2424 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2425 "uniform sampler2D Texture_Normal,\n"
2426 "#ifdef USEALPHAKILL\n"
2427 "uniform sampler2D Texture_Color,\n"
2429 "#ifdef USEVERTEXTEXTUREBLEND\n"
2430 "uniform sampler2D Texture_SecondaryNormal,\n"
2432 "#ifdef USEOFFSETMAPPING\n"
2433 "uniform float OffsetMapping_Scale,\n"
2435 "uniform half SpecularPower,\n"
2436 "out float4 gl_FragColor : COLOR\n"
2439 " float2 TexCoord = TexCoordBoth.xy;\n"
2440 "#ifdef USEOFFSETMAPPING\n"
2441 " // apply offsetmapping\n"
2442 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2443 "#define TexCoord TexCoordOffset\n"
2446 "#ifdef USEALPHAKILL\n"
2447 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2451 "#ifdef USEVERTEXTEXTUREBLEND\n"
2452 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2453 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2454 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2455 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2458 "#ifdef USEVERTEXTEXTUREBLEND\n"
2459 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2461 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2464 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2466 "#endif // FRAGMENT_SHADER\n"
2467 "#else // !MODE_DEFERREDGEOMETRY\n"
2472 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2473 "#ifdef VERTEX_SHADER\n"
2476 "float4 gl_Vertex : POSITION,\n"
2477 "uniform float4x4 ModelViewProjectionMatrix,\n"
2478 "uniform float4x4 ModelViewMatrix,\n"
2479 "out float4 gl_Position : POSITION,\n"
2480 "out float4 ModelViewPosition : TEXCOORD0\n"
2483 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2484 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2486 "#endif // VERTEX_SHADER\n"
2488 "#ifdef FRAGMENT_SHADER\n"
2491 "float2 Pixel : WPOS,\n"
2492 "float4 ModelViewPosition : TEXCOORD0,\n"
2493 "uniform float4x4 ViewToLight,\n"
2494 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2495 "uniform float3 LightPosition,\n"
2496 "uniform half2 PixelToScreenTexCoord,\n"
2497 "uniform half3 DeferredColor_Ambient,\n"
2498 "uniform half3 DeferredColor_Diffuse,\n"
2499 "#ifdef USESPECULAR\n"
2500 "uniform half3 DeferredColor_Specular,\n"
2501 "uniform half SpecularPower,\n"
2503 "uniform sampler2D Texture_Attenuation,\n"
2504 "uniform sampler2D Texture_ScreenDepth,\n"
2505 "uniform sampler2D Texture_ScreenNormalMap,\n"
2507 "#ifdef USESHADOWMAPRECT\n"
2508 "# ifdef USESHADOWSAMPLER\n"
2509 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2511 "uniform samplerRECT Texture_ShadowMapRect,\n"
2515 "#ifdef USESHADOWMAP2D\n"
2516 "# ifdef USESHADOWSAMPLER\n"
2517 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2519 "uniform sampler2D Texture_ShadowMap2D,\n"
2523 "#ifdef USESHADOWMAPVSDCT\n"
2524 "uniform samplerCUBE Texture_CubeProjection,\n"
2527 "#ifdef USESHADOWMAPCUBE\n"
2528 "# ifdef USESHADOWSAMPLER\n"
2529 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2531 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2535 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2536 "uniform float2 ShadowMap_TextureScale,\n"
2537 "uniform float4 ShadowMap_Parameters,\n"
2540 "out float4 gl_FragData0 : COLOR0,\n"
2541 "out float4 gl_FragData1 : COLOR1\n"
2544 " // calculate viewspace pixel position\n"
2545 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2546 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2547 " float3 position;\n"
2548 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2549 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2550 " // decode viewspace pixel normal\n"
2551 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2552 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2553 " // surfacenormal = pixel normal in viewspace\n"
2554 " // LightVector = pixel to light in viewspace\n"
2555 " // CubeVector = position in lightspace\n"
2556 " // eyevector = pixel to view in viewspace\n"
2557 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2558 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2559 "#ifdef USEDIFFUSE\n"
2560 " // calculate diffuse shading\n"
2561 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2562 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2564 "#ifdef USESPECULAR\n"
2565 " // calculate directional shading\n"
2566 " float3 eyevector = position * -1.0;\n"
2567 "# ifdef USEEXACTSPECULARMATH\n"
2568 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2570 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2571 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2575 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2576 " fade *= ShadowMapCompare(CubeVector,\n"
2577 "# if defined(USESHADOWMAP2D)\n"
2578 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2580 "# if defined(USESHADOWMAPRECT)\n"
2581 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2583 "# if defined(USESHADOWMAPCUBE)\n"
2584 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2587 "#ifdef USESHADOWMAPVSDCT\n"
2588 ", Texture_CubeProjection\n"
2593 "#ifdef USEDIFFUSE\n"
2594 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2596 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2598 "#ifdef USESPECULAR\n"
2599 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2601 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2604 "# ifdef USECUBEFILTER\n"
2605 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2606 " gl_FragData0.rgb *= cubecolor;\n"
2607 " gl_FragData1.rgb *= cubecolor;\n"
2610 "#endif // FRAGMENT_SHADER\n"
2611 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2616 "#ifdef VERTEX_SHADER\n"
2619 "float4 gl_Vertex : POSITION,\n"
2620 "uniform float4x4 ModelViewProjectionMatrix,\n"
2621 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2622 "float4 gl_Color : COLOR0,\n"
2624 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2625 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2626 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2627 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2628 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2630 "uniform float3 EyePosition,\n"
2631 "uniform float4x4 TexMatrix,\n"
2632 "#ifdef USEVERTEXTEXTUREBLEND\n"
2633 "uniform float4x4 BackgroundTexMatrix,\n"
2635 "#ifdef MODE_LIGHTSOURCE\n"
2636 "uniform float4x4 ModelToLight,\n"
2638 "#ifdef MODE_LIGHTSOURCE\n"
2639 "uniform float3 LightPosition,\n"
2641 "#ifdef MODE_LIGHTDIRECTION\n"
2642 "uniform float3 LightDir,\n"
2644 "uniform float4 FogPlane,\n"
2645 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2646 "uniform float3 LightPosition,\n"
2649 "out float4 gl_FrontColor : COLOR,\n"
2650 "out float4 TexCoordBoth : TEXCOORD0,\n"
2651 "#ifdef USELIGHTMAP\n"
2652 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2654 "#ifdef USEEYEVECTOR\n"
2655 "out float3 EyeVector : TEXCOORD2,\n"
2657 "#ifdef USEREFLECTION\n"
2658 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2661 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2663 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2664 "out float3 LightVector : TEXCOORD5,\n"
2666 "#ifdef MODE_LIGHTSOURCE\n"
2667 "out float3 CubeVector : TEXCOORD3,\n"
2669 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2670 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2671 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2672 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2674 "out float4 gl_Position : POSITION\n"
2677 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2678 " gl_FrontColor = gl_Color;\n"
2680 " // copy the surface texcoord\n"
2681 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2682 "#ifdef USEVERTEXTEXTUREBLEND\n"
2683 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2685 "#ifdef USELIGHTMAP\n"
2686 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2689 "#ifdef MODE_LIGHTSOURCE\n"
2690 " // transform vertex position into light attenuation/cubemap space\n"
2691 " // (-1 to +1 across the light box)\n"
2692 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2694 "# ifdef USEDIFFUSE\n"
2695 " // transform unnormalized light direction into tangent space\n"
2696 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2697 " // normalize it per pixel)\n"
2698 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2699 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2700 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2701 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2705 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2706 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2707 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2708 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2711 " // transform unnormalized eye direction into tangent space\n"
2712 "#ifdef USEEYEVECTOR\n"
2713 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2714 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2715 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2716 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2720 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2721 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2724 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2725 " VectorS = gl_MultiTexCoord1.xyz;\n"
2726 " VectorT = gl_MultiTexCoord2.xyz;\n"
2727 " VectorR = gl_MultiTexCoord3.xyz;\n"
2730 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2731 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2733 "#ifdef USEREFLECTION\n"
2734 " ModelViewProjectionPosition = gl_Position;\n"
2737 "#endif // VERTEX_SHADER\n"
2742 "#ifdef FRAGMENT_SHADER\n"
2745 "#ifdef USEDEFERREDLIGHTMAP\n"
2746 "float2 Pixel : WPOS,\n"
2748 "float4 gl_FrontColor : COLOR,\n"
2749 "float4 TexCoordBoth : TEXCOORD0,\n"
2750 "#ifdef USELIGHTMAP\n"
2751 "float2 TexCoordLightmap : TEXCOORD1,\n"
2753 "#ifdef USEEYEVECTOR\n"
2754 "float3 EyeVector : TEXCOORD2,\n"
2756 "#ifdef USEREFLECTION\n"
2757 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2760 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2762 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2763 "float3 LightVector : TEXCOORD5,\n"
2765 "#ifdef MODE_LIGHTSOURCE\n"
2766 "float3 CubeVector : TEXCOORD3,\n"
2768 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2769 "float4 ModelViewPosition : TEXCOORD0,\n"
2771 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2772 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2773 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2774 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2777 "uniform sampler2D Texture_Normal,\n"
2778 "uniform sampler2D Texture_Color,\n"
2779 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2780 "uniform sampler2D Texture_Gloss,\n"
2783 "uniform sampler2D Texture_Glow,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform sampler2D Texture_SecondaryNormal,\n"
2787 "uniform sampler2D Texture_SecondaryColor,\n"
2788 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2789 "uniform sampler2D Texture_SecondaryGloss,\n"
2792 "uniform sampler2D Texture_SecondaryGlow,\n"
2795 "#ifdef USECOLORMAPPING\n"
2796 "uniform sampler2D Texture_Pants,\n"
2797 "uniform sampler2D Texture_Shirt,\n"
2800 "uniform sampler2D Texture_FogMask,\n"
2802 "#ifdef USELIGHTMAP\n"
2803 "uniform sampler2D Texture_Lightmap,\n"
2805 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2806 "uniform sampler2D Texture_Deluxemap,\n"
2808 "#ifdef USEREFLECTION\n"
2809 "uniform sampler2D Texture_Reflection,\n"
2812 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2813 "uniform sampler2D Texture_ScreenDepth,\n"
2814 "uniform sampler2D Texture_ScreenNormalMap,\n"
2816 "#ifdef USEDEFERREDLIGHTMAP\n"
2817 "uniform sampler2D Texture_ScreenDiffuse,\n"
2818 "uniform sampler2D Texture_ScreenSpecular,\n"
2821 "#ifdef USECOLORMAPPING\n"
2822 "uniform half3 Color_Pants,\n"
2823 "uniform half3 Color_Shirt,\n"
2826 "uniform float3 FogColor,\n"
2827 "uniform float FogRangeRecip,\n"
2828 "uniform float FogPlaneViewDist,\n"
2829 "uniform float FogHeightFade,\n"
2832 "#ifdef USEOFFSETMAPPING\n"
2833 "uniform float OffsetMapping_Scale,\n"
2836 "#ifdef USEDEFERREDLIGHTMAP\n"
2837 "uniform half2 PixelToScreenTexCoord,\n"
2838 "uniform half3 DeferredMod_Diffuse,\n"
2839 "uniform half3 DeferredMod_Specular,\n"
2841 "uniform half3 Color_Ambient,\n"
2842 "uniform half3 Color_Diffuse,\n"
2843 "uniform half3 Color_Specular,\n"
2844 "uniform half SpecularPower,\n"
2846 "uniform half3 Color_Glow,\n"
2848 "uniform half Alpha,\n"
2849 "#ifdef USEREFLECTION\n"
2850 "uniform float4 DistortScaleRefractReflect,\n"
2851 "uniform float4 ScreenScaleRefractReflect,\n"
2852 "uniform float4 ScreenCenterRefractReflect,\n"
2853 "uniform half4 ReflectColor,\n"
2855 "#ifdef MODE_LIGHTDIRECTION\n"
2856 "uniform half3 LightColor,\n"
2858 "#ifdef MODE_LIGHTSOURCE\n"
2859 "uniform half3 LightColor,\n"
2862 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2863 "uniform sampler2D Texture_Attenuation,\n"
2864 "uniform samplerCUBE Texture_Cube,\n"
2866 "#ifdef USESHADOWMAPRECT\n"
2867 "# ifdef USESHADOWSAMPLER\n"
2868 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2870 "uniform samplerRECT Texture_ShadowMapRect,\n"
2874 "#ifdef USESHADOWMAP2D\n"
2875 "# ifdef USESHADOWSAMPLER\n"
2876 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2878 "uniform sampler2D Texture_ShadowMap2D,\n"
2882 "#ifdef USESHADOWMAPVSDCT\n"
2883 "uniform samplerCUBE Texture_CubeProjection,\n"
2886 "#ifdef USESHADOWMAPCUBE\n"
2887 "# ifdef USESHADOWSAMPLER\n"
2888 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2890 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2894 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2895 "uniform float2 ShadowMap_TextureScale,\n"
2896 "uniform float4 ShadowMap_Parameters,\n"
2898 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2900 "out float4 gl_FragColor : COLOR\n"
2903 " float2 TexCoord = TexCoordBoth.xy;\n"
2904 "#ifdef USEVERTEXTEXTUREBLEND\n"
2905 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2907 "#ifdef USEOFFSETMAPPING\n"
2908 " // apply offsetmapping\n"
2909 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2910 "#define TexCoord TexCoordOffset\n"
2913 " // combine the diffuse textures (base, pants, shirt)\n"
2914 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2915 "#ifdef USEALPHAKILL\n"
2916 " if (color.a < 0.5)\n"
2919 " color.a *= Alpha;\n"
2920 "#ifdef USECOLORMAPPING\n"
2921 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2923 "#ifdef USEVERTEXTEXTUREBLEND\n"
2924 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2925 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2926 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2927 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2929 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2932 " // get the surface normal\n"
2933 "#ifdef USEVERTEXTEXTUREBLEND\n"
2934 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2936 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2939 " // get the material colors\n"
2940 " half3 diffusetex = color.rgb;\n"
2941 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2942 "# ifdef USEVERTEXTEXTUREBLEND\n"
2943 " half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2945 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2952 "#ifdef MODE_LIGHTSOURCE\n"
2953 " // light source\n"
2954 "#ifdef USEDIFFUSE\n"
2955 " half3 lightnormal = half3(normalize(LightVector));\n"
2956 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2957 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2958 "#ifdef USESPECULAR\n"
2959 "#ifdef USEEXACTSPECULARMATH\n"
2960 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2962 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2963 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2965 " color.rgb += glosstex * (specular * Color_Specular);\n"
2968 " color.rgb = diffusetex * Color_Ambient;\n"
2970 " color.rgb *= LightColor;\n"
2971 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2972 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2973 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2974 "# if defined(USESHADOWMAP2D)\n"
2975 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2977 "# if defined(USESHADOWMAPRECT)\n"
2978 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2980 "# if defined(USESHADOWMAPCUBE)\n"
2981 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2984 "#ifdef USESHADOWMAPVSDCT\n"
2985 ", Texture_CubeProjection\n"
2990 "# ifdef USECUBEFILTER\n"
2991 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2993 "#endif // MODE_LIGHTSOURCE\n"
2998 "#ifdef MODE_LIGHTDIRECTION\n"
3000 "#ifdef USEDIFFUSE\n"
3001 " half3 lightnormal = half3(normalize(LightVector));\n"
3003 "#define lightcolor LightColor\n"
3004 "#endif // MODE_LIGHTDIRECTION\n"
3005 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3007 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3008 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3009 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3010 " // convert modelspace light vector to tangentspace\n"
3011 " half3 lightnormal;\n"
3012 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3013 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3014 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3015 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3016 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3017 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3018 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3019 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3020 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3021 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3022 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3023 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3024 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3025 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3026 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3028 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3029 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3030 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3036 "#ifdef MODE_LIGHTMAP\n"
3037 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3038 "#endif // MODE_LIGHTMAP\n"
3039 "#ifdef MODE_VERTEXCOLOR\n"
3040 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3041 "#endif // MODE_VERTEXCOLOR\n"
3042 "#ifdef MODE_FLATCOLOR\n"
3043 " color.rgb = diffusetex * Color_Ambient;\n"
3044 "#endif // MODE_FLATCOLOR\n"
3050 "# ifdef USEDIFFUSE\n"
3051 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3052 "# ifdef USESPECULAR\n"
3053 "# ifdef USEEXACTSPECULARMATH\n"
3054 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3056 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3057 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3059 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3061 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3064 " color.rgb = diffusetex * Color_Ambient;\n"
3068 "#ifdef USEDEFERREDLIGHTMAP\n"
3069 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3070 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3071 " color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3075 "#ifdef USEVERTEXTEXTUREBLEND\n"
3076 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3078 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3083 "#ifdef MODE_LIGHTSOURCE\n"
3084 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3086 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3090 " // 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"
3091 "#ifdef USEREFLECTION\n"
3092 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3093 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3094 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3095 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3096 " // FIXME temporary hack to detect the case that the reflection\n"
3097 " // gets blackened at edges due to leaving the area that contains actual\n"
3099 " // Remove this 'ack once we have a better way to stop this thing from\n"
3101 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3102 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3103 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3104 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3105 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3106 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3109 " gl_FragColor = float4(color);\n"
3111 "#endif // FRAGMENT_SHADER\n"
3113 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3114 "#endif // !MODE_DEFERREDGEOMETRY\n"
3115 "#endif // !MODE_WATER\n"
3116 "#endif // !MODE_REFRACTION\n"
3117 "#endif // !MODE_BLOOMBLUR\n"
3118 "#endif // !MODE_GENERIC\n"
3119 "#endif // !MODE_POSTPROCESS\n"
3120 "#endif // !MODE_SHOWDEPTH\n"
3121 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3124 //=======================================================================================================================================================
3126 typedef struct shaderpermutationinfo_s
3128 const char *pretext;
3131 shaderpermutationinfo_t;
3133 typedef struct shadermodeinfo_s
3135 const char *vertexfilename;
3136 const char *geometryfilename;
3137 const char *fragmentfilename;
3138 const char *pretext;
3143 typedef enum shaderpermutation_e
3145 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3146 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3147 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3148 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3149 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3150 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3151 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3152 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3153 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3154 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3155 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3156 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3157 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3158 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3159 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3160 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3161 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3162 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3163 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3164 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3165 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3166 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3167 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3168 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3169 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3170 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3171 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3172 SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
3174 shaderpermutation_t;
3176 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3177 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3179 {"#define USEDIFFUSE\n", " diffuse"},
3180 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3181 {"#define USEVIEWTINT\n", " viewtint"},
3182 {"#define USECOLORMAPPING\n", " colormapping"},
3183 {"#define USESATURATION\n", " saturation"},
3184 {"#define USEFOGINSIDE\n", " foginside"},
3185 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3186 {"#define USEGAMMARAMPS\n", " gammaramps"},
3187 {"#define USECUBEFILTER\n", " cubefilter"},
3188 {"#define USEGLOW\n", " glow"},
3189 {"#define USEBLOOM\n", " bloom"},
3190 {"#define USESPECULAR\n", " specular"},
3191 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3192 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3193 {"#define USEREFLECTION\n", " reflection"},
3194 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3195 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3196 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3197 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3198 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3199 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3200 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3201 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3202 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3203 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3204 {"#define USEALPHAKILL\n", " alphakill"},
3207 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3208 typedef enum shadermode_e
3210 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3211 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3212 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3213 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3214 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3215 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3216 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3217 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3218 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3219 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3220 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3221 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3222 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3223 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3224 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3229 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3230 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3232 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3233 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3234 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3235 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3236 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3237 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3238 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3239 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3240 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3241 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3242 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3243 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3244 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3245 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3246 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3250 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3252 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3253 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3254 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3255 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3256 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3257 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3258 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3259 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3260 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3261 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3262 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3263 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3264 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3265 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3266 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3270 struct r_glsl_permutation_s;
3271 typedef struct r_glsl_permutation_s
3273 /// hash lookup data
3274 struct r_glsl_permutation_s *hashnext;
3276 unsigned int permutation;
3278 /// indicates if we have tried compiling this permutation already
3280 /// 0 if compilation failed
3282 /// locations of detected uniforms in program object, or -1 if not found
3283 int loc_Texture_First;
3284 int loc_Texture_Second;
3285 int loc_Texture_GammaRamps;
3286 int loc_Texture_Normal;
3287 int loc_Texture_Color;
3288 int loc_Texture_Gloss;
3289 int loc_Texture_Glow;
3290 int loc_Texture_SecondaryNormal;
3291 int loc_Texture_SecondaryColor;
3292 int loc_Texture_SecondaryGloss;
3293 int loc_Texture_SecondaryGlow;
3294 int loc_Texture_Pants;
3295 int loc_Texture_Shirt;
3296 int loc_Texture_FogMask;
3297 int loc_Texture_Lightmap;
3298 int loc_Texture_Deluxemap;
3299 int loc_Texture_Attenuation;
3300 int loc_Texture_Cube;
3301 int loc_Texture_Refraction;
3302 int loc_Texture_Reflection;
3303 int loc_Texture_ShadowMapRect;
3304 int loc_Texture_ShadowMapCube;
3305 int loc_Texture_ShadowMap2D;
3306 int loc_Texture_CubeProjection;
3307 int loc_Texture_ScreenDepth;
3308 int loc_Texture_ScreenNormalMap;
3309 int loc_Texture_ScreenDiffuse;
3310 int loc_Texture_ScreenSpecular;
3312 int loc_BloomBlur_Parameters;
3314 int loc_Color_Ambient;
3315 int loc_Color_Diffuse;
3316 int loc_Color_Specular;
3318 int loc_Color_Pants;
3319 int loc_Color_Shirt;
3320 int loc_DeferredColor_Ambient;
3321 int loc_DeferredColor_Diffuse;
3322 int loc_DeferredColor_Specular;
3323 int loc_DeferredMod_Diffuse;
3324 int loc_DeferredMod_Specular;
3325 int loc_DistortScaleRefractReflect;
3326 int loc_EyePosition;
3328 int loc_FogHeightFade;
3330 int loc_FogPlaneViewDist;
3331 int loc_FogRangeRecip;
3334 int loc_LightPosition;
3335 int loc_OffsetMapping_Scale;
3337 int loc_ReflectColor;
3338 int loc_ReflectFactor;
3339 int loc_ReflectOffset;
3340 int loc_RefractColor;
3342 int loc_ScreenCenterRefractReflect;
3343 int loc_ScreenScaleRefractReflect;
3344 int loc_ScreenToDepth;
3345 int loc_ShadowMap_Parameters;
3346 int loc_ShadowMap_TextureScale;
3347 int loc_SpecularPower;
3352 int loc_ViewTintColor;
3353 int loc_ViewToLight;
3354 int loc_ModelToLight;
3356 int loc_BackgroundTexMatrix;
3357 int loc_ModelViewProjectionMatrix;
3358 int loc_ModelViewMatrix;
3359 int loc_PixelToScreenTexCoord;
3361 r_glsl_permutation_t;
3363 #define SHADERPERMUTATION_HASHSIZE 256
3365 /// information about each possible shader permutation
3366 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3367 /// currently selected permutation
3368 r_glsl_permutation_t *r_glsl_permutation;
3369 /// storage for permutations linked in the hash table
3370 memexpandablearray_t r_glsl_permutationarray;
3372 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3374 //unsigned int hashdepth = 0;
3375 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3376 r_glsl_permutation_t *p;
3377 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3379 if (p->mode == mode && p->permutation == permutation)
3381 //if (hashdepth > 10)
3382 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3387 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3389 p->permutation = permutation;
3390 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3391 r_glsl_permutationhash[mode][hashindex] = p;
3392 //if (hashdepth > 10)
3393 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3397 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3400 if (!filename || !filename[0])
3402 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3405 if (printfromdisknotice)
3406 Con_DPrintf("from disk %s... ", filename);
3407 return shaderstring;
3409 else if (!strcmp(filename, "glsl/default.glsl"))
3411 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3412 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3414 return shaderstring;
3417 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3420 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3421 int vertstrings_count = 0;
3422 int geomstrings_count = 0;
3423 int fragstrings_count = 0;
3424 char *vertexstring, *geometrystring, *fragmentstring;
3425 const char *vertstrings_list[32+3];
3426 const char *geomstrings_list[32+3];
3427 const char *fragstrings_list[32+3];
3428 char permutationname[256];
3435 permutationname[0] = 0;
3436 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3437 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3438 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3440 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3442 // the first pretext is which type of shader to compile as
3443 // (later these will all be bound together as a program object)
3444 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3445 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3446 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3448 // the second pretext is the mode (for example a light source)
3449 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3450 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3451 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3452 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3454 // now add all the permutation pretexts
3455 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3457 if (permutation & (1<<i))
3459 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3460 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3461 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3462 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3466 // keep line numbers correct
3467 vertstrings_list[vertstrings_count++] = "\n";
3468 geomstrings_list[geomstrings_count++] = "\n";
3469 fragstrings_list[fragstrings_count++] = "\n";
3473 // now append the shader text itself
3474 vertstrings_list[vertstrings_count++] = vertexstring;
3475 geomstrings_list[geomstrings_count++] = geometrystring;
3476 fragstrings_list[fragstrings_count++] = fragmentstring;
3478 // if any sources were NULL, clear the respective list
3480 vertstrings_count = 0;
3481 if (!geometrystring)
3482 geomstrings_count = 0;
3483 if (!fragmentstring)
3484 fragstrings_count = 0;
3486 // compile the shader program
3487 if (vertstrings_count + geomstrings_count + fragstrings_count)
3488 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3492 qglUseProgramObjectARB(p->program);CHECKGLERROR
3493 // look up all the uniform variable names we care about, so we don't
3494 // have to look them up every time we set them
3496 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3497 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3498 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3499 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3500 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3501 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3502 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3503 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3504 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3505 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3506 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3507 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3508 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3509 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3510 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3511 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3512 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3513 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3514 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3515 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3516 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3517 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3518 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3519 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3520 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3521 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3522 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3523 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3524 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3525 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3526 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3527 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3528 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3529 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3530 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3531 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3532 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3533 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3534 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3535 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3536 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3537 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3538 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3539 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3540 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3541 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3542 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3543 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3544 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3545 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3546 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3547 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3548 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3549 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3550 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3551 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3552 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3553 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3554 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3555 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3556 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3557 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3558 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3559 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3560 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3561 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3562 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3563 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3564 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3565 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3566 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3567 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3568 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3569 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3570 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3571 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3572 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3573 // initialize the samplers to refer to the texture units we use
3574 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3575 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3576 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3577 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3578 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3579 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3580 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3581 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3582 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3583 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3584 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3585 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3586 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3587 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3588 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3589 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3590 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3591 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3592 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3593 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3594 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3595 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3596 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3597 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3598 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3599 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3600 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3601 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3603 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3606 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3610 Mem_Free(vertexstring);
3612 Mem_Free(geometrystring);
3614 Mem_Free(fragmentstring);
3617 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3619 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3620 if (r_glsl_permutation != perm)
3622 r_glsl_permutation = perm;
3623 if (!r_glsl_permutation->program)
3625 if (!r_glsl_permutation->compiled)
3626 R_GLSL_CompilePermutation(perm, mode, permutation);
3627 if (!r_glsl_permutation->program)
3629 // remove features until we find a valid permutation
3631 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3633 // reduce i more quickly whenever it would not remove any bits
3634 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3635 if (!(permutation & j))
3638 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3639 if (!r_glsl_permutation->compiled)
3640 R_GLSL_CompilePermutation(perm, mode, permutation);
3641 if (r_glsl_permutation->program)
3644 if (i >= SHADERPERMUTATION_COUNT)
3646 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3647 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3648 qglUseProgramObjectARB(0);CHECKGLERROR
3649 return; // no bit left to clear, entire mode is broken
3654 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3656 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3657 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3661 #include <Cg/cgGL.h>
3662 struct r_cg_permutation_s;
3663 typedef struct r_cg_permutation_s
3665 /// hash lookup data
3666 struct r_cg_permutation_s *hashnext;
3668 unsigned int permutation;
3670 /// indicates if we have tried compiling this permutation already
3672 /// 0 if compilation failed
3675 /// locations of detected parameters in programs, or NULL if not found
3676 CGparameter vp_EyePosition;
3677 CGparameter vp_FogPlane;
3678 CGparameter vp_LightDir;
3679 CGparameter vp_LightPosition;
3680 CGparameter vp_ModelToLight;
3681 CGparameter vp_TexMatrix;
3682 CGparameter vp_BackgroundTexMatrix;
3683 CGparameter vp_ModelViewProjectionMatrix;
3684 CGparameter vp_ModelViewMatrix;
3686 CGparameter fp_Texture_First;
3687 CGparameter fp_Texture_Second;
3688 CGparameter fp_Texture_GammaRamps;
3689 CGparameter fp_Texture_Normal;
3690 CGparameter fp_Texture_Color;
3691 CGparameter fp_Texture_Gloss;
3692 CGparameter fp_Texture_Glow;
3693 CGparameter fp_Texture_SecondaryNormal;
3694 CGparameter fp_Texture_SecondaryColor;
3695 CGparameter fp_Texture_SecondaryGloss;
3696 CGparameter fp_Texture_SecondaryGlow;
3697 CGparameter fp_Texture_Pants;
3698 CGparameter fp_Texture_Shirt;
3699 CGparameter fp_Texture_FogMask;
3700 CGparameter fp_Texture_Lightmap;
3701 CGparameter fp_Texture_Deluxemap;
3702 CGparameter fp_Texture_Attenuation;
3703 CGparameter fp_Texture_Cube;
3704 CGparameter fp_Texture_Refraction;
3705 CGparameter fp_Texture_Reflection;
3706 CGparameter fp_Texture_ShadowMapRect;
3707 CGparameter fp_Texture_ShadowMapCube;
3708 CGparameter fp_Texture_ShadowMap2D;
3709 CGparameter fp_Texture_CubeProjection;
3710 CGparameter fp_Texture_ScreenDepth;
3711 CGparameter fp_Texture_ScreenNormalMap;
3712 CGparameter fp_Texture_ScreenDiffuse;
3713 CGparameter fp_Texture_ScreenSpecular;
3714 CGparameter fp_Alpha;
3715 CGparameter fp_BloomBlur_Parameters;
3716 CGparameter fp_ClientTime;
3717 CGparameter fp_Color_Ambient;
3718 CGparameter fp_Color_Diffuse;
3719 CGparameter fp_Color_Specular;
3720 CGparameter fp_Color_Glow;
3721 CGparameter fp_Color_Pants;
3722 CGparameter fp_Color_Shirt;
3723 CGparameter fp_DeferredColor_Ambient;
3724 CGparameter fp_DeferredColor_Diffuse;
3725 CGparameter fp_DeferredColor_Specular;
3726 CGparameter fp_DeferredMod_Diffuse;
3727 CGparameter fp_DeferredMod_Specular;
3728 CGparameter fp_DistortScaleRefractReflect;
3729 CGparameter fp_EyePosition;
3730 CGparameter fp_FogColor;
3731 CGparameter fp_FogHeightFade;
3732 CGparameter fp_FogPlane;
3733 CGparameter fp_FogPlaneViewDist;
3734 CGparameter fp_FogRangeRecip;
3735 CGparameter fp_LightColor;
3736 CGparameter fp_LightDir;
3737 CGparameter fp_LightPosition;
3738 CGparameter fp_OffsetMapping_Scale;
3739 CGparameter fp_PixelSize;
3740 CGparameter fp_ReflectColor;
3741 CGparameter fp_ReflectFactor;
3742 CGparameter fp_ReflectOffset;
3743 CGparameter fp_RefractColor;
3744 CGparameter fp_Saturation;
3745 CGparameter fp_ScreenCenterRefractReflect;
3746 CGparameter fp_ScreenScaleRefractReflect;
3747 CGparameter fp_ScreenToDepth;
3748 CGparameter fp_ShadowMap_Parameters;
3749 CGparameter fp_ShadowMap_TextureScale;
3750 CGparameter fp_SpecularPower;
3751 CGparameter fp_UserVec1;
3752 CGparameter fp_UserVec2;
3753 CGparameter fp_UserVec3;
3754 CGparameter fp_UserVec4;
3755 CGparameter fp_ViewTintColor;
3756 CGparameter fp_ViewToLight;
3757 CGparameter fp_PixelToScreenTexCoord;
3761 /// information about each possible shader permutation
3762 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3763 /// currently selected permutation
3764 r_cg_permutation_t *r_cg_permutation;
3765 /// storage for permutations linked in the hash table
3766 memexpandablearray_t r_cg_permutationarray;
3768 #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));}}
3770 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3772 //unsigned int hashdepth = 0;
3773 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3774 r_cg_permutation_t *p;
3775 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3777 if (p->mode == mode && p->permutation == permutation)
3779 //if (hashdepth > 10)
3780 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3785 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3787 p->permutation = permutation;
3788 p->hashnext = r_cg_permutationhash[mode][hashindex];
3789 r_cg_permutationhash[mode][hashindex] = p;
3790 //if (hashdepth > 10)
3791 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3795 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3798 if (!filename || !filename[0])
3800 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3803 if (printfromdisknotice)
3804 Con_DPrintf("from disk %s... ", filename);
3805 return shaderstring;
3807 else if (!strcmp(filename, "cg/default.cg"))
3809 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3810 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3812 return shaderstring;
3815 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3818 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3819 int vertstrings_count = 0, vertstring_length = 0;
3820 int geomstrings_count = 0, geomstring_length = 0;
3821 int fragstrings_count = 0, fragstring_length = 0;
3823 char *vertexstring, *geometrystring, *fragmentstring;
3824 char *vertstring, *geomstring, *fragstring;
3825 const char *vertstrings_list[32+3];
3826 const char *geomstrings_list[32+3];
3827 const char *fragstrings_list[32+3];
3828 char permutationname[256];
3829 CGprofile vertexProfile;
3830 CGprofile fragmentProfile;
3838 permutationname[0] = 0;
3839 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3840 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3841 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3843 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3845 // the first pretext is which type of shader to compile as
3846 // (later these will all be bound together as a program object)
3847 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3848 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3849 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3851 // the second pretext is the mode (for example a light source)
3852 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3853 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3854 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3855 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3857 // now add all the permutation pretexts
3858 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3860 if (permutation & (1<<i))
3862 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3863 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3864 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3865 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3869 // keep line numbers correct
3870 vertstrings_list[vertstrings_count++] = "\n";
3871 geomstrings_list[geomstrings_count++] = "\n";
3872 fragstrings_list[fragstrings_count++] = "\n";
3876 // now append the shader text itself
3877 vertstrings_list[vertstrings_count++] = vertexstring;
3878 geomstrings_list[geomstrings_count++] = geometrystring;
3879 fragstrings_list[fragstrings_count++] = fragmentstring;
3881 // if any sources were NULL, clear the respective list
3883 vertstrings_count = 0;
3884 if (!geometrystring)
3885 geomstrings_count = 0;
3886 if (!fragmentstring)
3887 fragstrings_count = 0;
3889 vertstring_length = 0;
3890 for (i = 0;i < vertstrings_count;i++)
3891 vertstring_length += strlen(vertstrings_list[i]);
3892 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3893 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3894 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3896 geomstring_length = 0;
3897 for (i = 0;i < geomstrings_count;i++)
3898 geomstring_length += strlen(geomstrings_list[i]);
3899 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3900 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3901 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3903 fragstring_length = 0;
3904 for (i = 0;i < fragstrings_count;i++)
3905 fragstring_length += strlen(fragstrings_list[i]);
3906 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3907 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3908 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3912 //vertexProfile = CG_PROFILE_ARBVP1;
3913 //fragmentProfile = CG_PROFILE_ARBFP1;
3914 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3915 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3916 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3917 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3918 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3921 // compile the vertex program
3922 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL)))
3926 cgCompileProgram(p->vprogram);CHECKCGERROR
3927 if (!cgIsProgramCompiled(p->vprogram))
3930 cgDestroyProgram(p->vprogram);CHECKCGERROR
3936 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3937 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3938 // look up all the uniform variable names we care about, so we don't
3939 // have to look them up every time we set them
3941 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3942 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3943 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3944 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3945 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3946 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3947 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3948 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3949 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3954 // compile the fragment program
3955 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL)))
3958 cgCompileProgram(p->fprogram);CHECKCGERROR
3959 if (!cgIsProgramCompiled(p->fprogram))
3962 cgDestroyProgram(p->fprogram);CHECKCGERROR
3968 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3969 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3971 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3972 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3973 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3974 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3975 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3976 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3977 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3978 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3979 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3980 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3981 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3982 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3983 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3984 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3985 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3986 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3987 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3988 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3989 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3990 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3991 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3992 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3993 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3994 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3995 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3996 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3997 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3998 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3999 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4000 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4001 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4002 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4003 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4004 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4005 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4006 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4007 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4008 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4009 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4010 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4011 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4012 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4013 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4014 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4015 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4016 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4017 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4018 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4019 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4020 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4021 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4022 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4023 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4024 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4025 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4026 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4027 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4028 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4029 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4030 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4031 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4032 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4033 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4034 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4035 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4036 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4037 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4038 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4039 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4040 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4041 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4042 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4047 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4048 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4050 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4054 Mem_Free(vertstring);
4056 Mem_Free(geomstring);
4058 Mem_Free(fragstring);
4060 Mem_Free(vertexstring);
4062 Mem_Free(geometrystring);
4064 Mem_Free(fragmentstring);
4067 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4069 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4072 if (r_cg_permutation != perm)
4074 r_cg_permutation = perm;
4075 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4077 if (!r_cg_permutation->compiled)
4078 R_CG_CompilePermutation(perm, mode, permutation);
4079 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4081 // remove features until we find a valid permutation
4083 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4085 // reduce i more quickly whenever it would not remove any bits
4086 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4087 if (!(permutation & j))
4090 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4091 if (!r_cg_permutation->compiled)
4092 R_CG_CompilePermutation(perm, mode, permutation);
4093 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4096 if (i >= SHADERPERMUTATION_COUNT)
4098 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4099 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4100 return; // no bit left to clear, entire mode is broken
4106 if (r_cg_permutation->vprogram)
4108 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4109 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4110 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4114 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4115 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4117 if (r_cg_permutation->fprogram)
4119 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4120 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4121 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4125 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4126 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4130 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4131 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4134 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4136 cgGLSetTextureParameter(param, R_GetTexture(tex));
4137 cgGLEnableTextureParameter(param);
4141 void R_GLSL_Restart_f(void)
4143 unsigned int i, limit;
4144 switch(vid.renderpath)
4146 case RENDERPATH_GL20:
4148 r_glsl_permutation_t *p;
4149 r_glsl_permutation = NULL;
4150 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4151 for (i = 0;i < limit;i++)
4153 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4155 GL_Backend_FreeProgram(p->program);
4156 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4159 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4162 case RENDERPATH_CGGL:
4165 r_cg_permutation_t *p;
4166 r_cg_permutation = NULL;
4167 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4168 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4169 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4170 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4171 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4172 for (i = 0;i < limit;i++)
4174 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4177 cgDestroyProgram(p->vprogram);
4179 cgDestroyProgram(p->fprogram);
4180 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4183 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4187 case RENDERPATH_GL13:
4188 case RENDERPATH_GL11:
4193 void R_GLSL_DumpShader_f(void)
4198 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4201 FS_Print(file, "/* The engine may define the following macros:\n");
4202 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4203 for (i = 0;i < SHADERMODE_COUNT;i++)
4204 FS_Print(file, glslshadermodeinfo[i].pretext);
4205 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4206 FS_Print(file, shaderpermutationinfo[i].pretext);
4207 FS_Print(file, "*/\n");
4208 FS_Print(file, builtinshaderstring);
4210 Con_Printf("glsl/default.glsl written\n");
4213 Con_Printf("failed to write to glsl/default.glsl\n");
4216 file = FS_OpenRealFile("cg/default.cg", "w", false);
4219 FS_Print(file, "/* The engine may define the following macros:\n");
4220 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4221 for (i = 0;i < SHADERMODE_COUNT;i++)
4222 FS_Print(file, cgshadermodeinfo[i].pretext);
4223 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4224 FS_Print(file, shaderpermutationinfo[i].pretext);
4225 FS_Print(file, "*/\n");
4226 FS_Print(file, builtincgshaderstring);
4228 Con_Printf("cg/default.cg written\n");
4231 Con_Printf("failed to write to cg/default.cg\n");
4235 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4238 texturemode = GL_MODULATE;
4239 switch (vid.renderpath)
4241 case RENDERPATH_GL20:
4242 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))));
4243 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4244 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4246 case RENDERPATH_CGGL:
4249 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))));
4250 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4251 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4254 case RENDERPATH_GL13:
4255 R_Mesh_TexBind(0, first );
4256 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4257 R_Mesh_TexBind(1, second);
4259 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4261 case RENDERPATH_GL11:
4262 R_Mesh_TexBind(0, first );
4267 void R_SetupShader_DepthOrShadow(void)
4269 switch (vid.renderpath)
4271 case RENDERPATH_GL20:
4272 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4274 case RENDERPATH_CGGL:
4276 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4279 case RENDERPATH_GL13:
4280 R_Mesh_TexBind(0, 0);
4281 R_Mesh_TexBind(1, 0);
4283 case RENDERPATH_GL11:
4284 R_Mesh_TexBind(0, 0);
4289 void R_SetupShader_ShowDepth(void)
4291 switch (vid.renderpath)
4293 case RENDERPATH_GL20:
4294 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4296 case RENDERPATH_CGGL:
4298 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4301 case RENDERPATH_GL13:
4303 case RENDERPATH_GL11:
4308 extern qboolean r_shadow_usingdeferredprepass;
4309 extern cvar_t r_shadow_deferred_8bitrange;
4310 extern rtexture_t *r_shadow_attenuationgradienttexture;
4311 extern rtexture_t *r_shadow_attenuation2dtexture;
4312 extern rtexture_t *r_shadow_attenuation3dtexture;
4313 extern qboolean r_shadow_usingshadowmaprect;
4314 extern qboolean r_shadow_usingshadowmapcube;
4315 extern qboolean r_shadow_usingshadowmap2d;
4316 extern float r_shadow_shadowmap_texturescale[2];
4317 extern float r_shadow_shadowmap_parameters[4];
4318 extern qboolean r_shadow_shadowmapvsdct;
4319 extern qboolean r_shadow_shadowmapsampler;
4320 extern int r_shadow_shadowmappcf;
4321 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4322 extern rtexture_t *r_shadow_shadowmap2dtexture;
4323 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4324 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4325 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4326 extern int r_shadow_prepass_width;
4327 extern int r_shadow_prepass_height;
4328 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4329 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4330 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4331 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4332 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4334 // select a permutation of the lighting shader appropriate to this
4335 // combination of texture, entity, light source, and fogging, only use the
4336 // minimum features necessary to avoid wasting rendering time in the
4337 // fragment shader on features that are not being used
4338 unsigned int permutation = 0;
4339 unsigned int mode = 0;
4341 // TODO: implement geometry-shader based shadow volumes someday
4342 if (r_glsl_offsetmapping.integer)
4344 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4345 if (r_glsl_offsetmapping_reliefmapping.integer)
4346 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4348 if (rsurfacepass == RSURFPASS_BACKGROUND)
4350 // distorted background
4351 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4352 mode = SHADERMODE_WATER;
4354 mode = SHADERMODE_REFRACTION;
4356 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4358 // normalmap (deferred prepass), may use alpha test on diffuse
4359 mode = SHADERMODE_DEFERREDGEOMETRY;
4360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4361 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4362 if (r_glsl_offsetmapping.integer)
4364 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4365 if (r_glsl_offsetmapping_reliefmapping.integer)
4366 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4369 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4372 mode = SHADERMODE_LIGHTSOURCE;
4373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4374 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4375 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4376 permutation |= SHADERPERMUTATION_CUBEFILTER;
4377 if (diffusescale > 0)
4378 permutation |= SHADERPERMUTATION_DIFFUSE;
4379 if (specularscale > 0)
4380 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4381 if (r_refdef.fogenabled)
4382 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4383 if (rsurface.texture->colormapping)
4384 permutation |= SHADERPERMUTATION_COLORMAPPING;
4385 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4387 if (r_shadow_usingshadowmaprect)
4388 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4389 if (r_shadow_usingshadowmap2d)
4390 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4391 if (r_shadow_usingshadowmapcube)
4392 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4393 else if(r_shadow_shadowmapvsdct)
4394 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4396 if (r_shadow_shadowmapsampler)
4397 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4398 if (r_shadow_shadowmappcf > 1)
4399 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4400 else if (r_shadow_shadowmappcf)
4401 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4404 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4406 // unshaded geometry (fullbright or ambient model lighting)
4407 mode = SHADERMODE_FLATCOLOR;
4408 ambientscale = diffusescale = specularscale = 0;
4409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4410 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4411 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4412 permutation |= SHADERPERMUTATION_GLOW;
4413 if (r_refdef.fogenabled)
4414 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4415 if (rsurface.texture->colormapping)
4416 permutation |= SHADERPERMUTATION_COLORMAPPING;
4417 if (r_glsl_offsetmapping.integer)
4419 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4420 if (r_glsl_offsetmapping_reliefmapping.integer)
4421 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4423 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4424 permutation |= SHADERPERMUTATION_REFLECTION;
4426 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4428 // directional model lighting
4429 mode = SHADERMODE_LIGHTDIRECTION;
4430 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4431 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4432 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4433 permutation |= SHADERPERMUTATION_GLOW;
4434 permutation |= SHADERPERMUTATION_DIFFUSE;
4435 if (specularscale > 0)
4436 permutation |= SHADERPERMUTATION_SPECULAR;
4437 if (r_refdef.fogenabled)
4438 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4439 if (rsurface.texture->colormapping)
4440 permutation |= SHADERPERMUTATION_COLORMAPPING;
4441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4442 permutation |= SHADERPERMUTATION_REFLECTION;
4443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4446 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4448 // ambient model lighting
4449 mode = SHADERMODE_LIGHTDIRECTION;
4450 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4451 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4452 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4453 permutation |= SHADERPERMUTATION_GLOW;
4454 if (r_refdef.fogenabled)
4455 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4456 if (rsurface.texture->colormapping)
4457 permutation |= SHADERPERMUTATION_COLORMAPPING;
4458 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4459 permutation |= SHADERPERMUTATION_REFLECTION;
4460 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4461 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4466 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4468 // deluxemapping (light direction texture)
4469 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4470 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4472 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4473 permutation |= SHADERPERMUTATION_DIFFUSE;
4474 if (specularscale > 0)
4475 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4477 else if (r_glsl_deluxemapping.integer >= 2)
4479 // fake deluxemapping (uniform light direction in tangentspace)
4480 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4481 permutation |= SHADERPERMUTATION_DIFFUSE;
4482 if (specularscale > 0)
4483 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4485 else if (rsurface.uselightmaptexture)
4487 // ordinary lightmapping (q1bsp, q3bsp)
4488 mode = SHADERMODE_LIGHTMAP;
4492 // ordinary vertex coloring (q3bsp)
4493 mode = SHADERMODE_VERTEXCOLOR;
4495 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4496 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4497 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4498 permutation |= SHADERPERMUTATION_GLOW;
4499 if (r_refdef.fogenabled)
4500 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4501 if (rsurface.texture->colormapping)
4502 permutation |= SHADERPERMUTATION_COLORMAPPING;
4503 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4504 permutation |= SHADERPERMUTATION_REFLECTION;
4505 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4506 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4508 if(permutation & SHADERPERMUTATION_SPECULAR)
4509 if(r_shadow_glossexact.integer)
4510 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4511 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
4512 permutation |= SHADERPERMUTATION_ALPHAKILL;
4513 switch(vid.renderpath)
4515 case RENDERPATH_GL20:
4516 R_SetupShader_SetPermutationGLSL(mode, permutation);
4517 if (mode == SHADERMODE_LIGHTSOURCE)
4519 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4520 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4521 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4522 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);
4523 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);
4524 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);
4526 // additive passes are only darkened by fog, not tinted
4527 if (r_glsl_permutation->loc_FogColor >= 0)
4528 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4529 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]);
4530 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]);
4531 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4535 if (mode == SHADERMODE_FLATCOLOR)
4537 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4539 else if (mode == SHADERMODE_LIGHTDIRECTION)
4541 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]);
4542 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]);
4543 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);
4544 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);
4545 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);
4546 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]);
4547 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]);
4551 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]);
4552 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]);
4553 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);
4554 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);
4555 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);
4557 // additive passes are only darkened by fog, not tinted
4558 if (r_glsl_permutation->loc_FogColor >= 0)
4560 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4561 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4563 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4565 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);
4566 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]);
4567 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]);
4568 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4569 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4570 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4571 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4572 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4574 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4575 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4576 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4577 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4578 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4579 if (r_glsl_permutation->loc_Color_Pants >= 0)
4581 if (rsurface.texture->pantstexture)
4582 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4584 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4586 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4588 if (rsurface.texture->shirttexture)
4589 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4591 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4593 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]);
4594 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4595 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4596 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4597 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4598 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]);
4599 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4601 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4602 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4603 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4604 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4605 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4606 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4607 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4608 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4609 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4610 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4611 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4612 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4613 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4614 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4615 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4616 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4617 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4618 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4619 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4620 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4621 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4622 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4623 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4624 if (rsurface.rtlight)
4626 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4627 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4628 if (r_shadow_usingshadowmapcube)
4629 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4630 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4631 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4635 case RENDERPATH_CGGL:
4637 R_SetupShader_SetPermutationCG(mode, permutation);
4638 if (mode == SHADERMODE_LIGHTSOURCE)
4640 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4641 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4645 if (mode == SHADERMODE_LIGHTDIRECTION)
4647 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
4650 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4651 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4652 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4653 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
4656 if (mode == SHADERMODE_LIGHTSOURCE)
4658 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4659 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4660 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
4661 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
4662 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
4664 // additive passes are only darkened by fog, not tinted
4665 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4666 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
4667 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
4668 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4672 if (mode == SHADERMODE_FLATCOLOR)
4674 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4676 else if (mode == SHADERMODE_LIGHTDIRECTION)
4678 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
4679 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
4680 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
4681 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
4682 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
4683 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
4684 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
4688 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
4689 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
4690 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
4691 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
4692 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
4694 // additive passes are only darkened by fog, not tinted
4695 if (r_cg_permutation->fp_FogColor)
4697 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4698 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4700 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4703 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
4704 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
4705 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
4706 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4707 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4708 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4709 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4710 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4712 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4713 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4714 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4715 if (r_cg_permutation->fp_Color_Pants)
4717 if (rsurface.texture->pantstexture)
4718 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4720 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4723 if (r_cg_permutation->fp_Color_Shirt)
4725 if (rsurface.texture->shirttexture)
4726 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4728 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4731 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
4732 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4733 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4734 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4735 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4736 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
4737 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4739 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4740 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4741 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4742 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4743 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4744 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4745 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4746 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4747 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4748 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4749 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4750 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4751 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4752 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4753 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4754 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4755 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4756 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4757 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4758 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4759 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4760 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4761 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4762 if (rsurface.rtlight)
4764 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4765 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4766 if (r_shadow_usingshadowmapcube)
4767 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4768 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4769 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4775 case RENDERPATH_GL13:
4776 case RENDERPATH_GL11:
4781 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4783 // select a permutation of the lighting shader appropriate to this
4784 // combination of texture, entity, light source, and fogging, only use the
4785 // minimum features necessary to avoid wasting rendering time in the
4786 // fragment shader on features that are not being used
4787 unsigned int permutation = 0;
4788 unsigned int mode = 0;
4789 const float *lightcolorbase = rtlight->currentcolor;
4790 float ambientscale = rtlight->ambientscale;
4791 float diffusescale = rtlight->diffusescale;
4792 float specularscale = rtlight->specularscale;
4793 // this is the location of the light in view space
4794 vec3_t viewlightorigin;
4795 // this transforms from view space (camera) to light space (cubemap)
4796 matrix4x4_t viewtolight;
4797 matrix4x4_t lighttoview;
4798 float viewtolight16f[16];
4799 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4801 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4802 if (rtlight->currentcubemap != r_texture_whitecube)
4803 permutation |= SHADERPERMUTATION_CUBEFILTER;
4804 if (diffusescale > 0)
4805 permutation |= SHADERPERMUTATION_DIFFUSE;
4806 if (specularscale > 0)
4808 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4809 if (r_shadow_glossexact.integer)
4810 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4812 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4814 if (r_shadow_usingshadowmaprect)
4815 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4816 if (r_shadow_usingshadowmap2d)
4817 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4818 if (r_shadow_usingshadowmapcube)
4819 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4820 else if(r_shadow_shadowmapvsdct)
4821 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4823 if (r_shadow_shadowmapsampler)
4824 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4825 if (r_shadow_shadowmappcf > 1)
4826 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4827 else if (r_shadow_shadowmappcf)
4828 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4830 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4831 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4832 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4833 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4834 switch(vid.renderpath)
4836 case RENDERPATH_GL20:
4837 R_SetupShader_SetPermutationGLSL(mode, permutation);
4838 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4839 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4840 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);
4841 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);
4842 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);
4843 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]);
4844 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]);
4845 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));
4846 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]);
4847 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4849 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4850 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4851 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4852 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4853 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4854 if (r_shadow_usingshadowmapcube)
4855 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4856 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4857 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4859 case RENDERPATH_CGGL:
4861 R_SetupShader_SetPermutationCG(mode, permutation);
4862 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4863 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4864 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
4865 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
4866 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
4867 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
4868 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
4869 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
4870 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
4871 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4875 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4876 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4878 if (r_shadow_usingshadowmapcube)
4879 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4880 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4881 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4884 case RENDERPATH_GL13:
4885 case RENDERPATH_GL11:
4890 #define SKINFRAME_HASH 1024
4894 int loadsequence; // incremented each level change
4895 memexpandablearray_t array;
4896 skinframe_t *hash[SKINFRAME_HASH];
4899 r_skinframe_t r_skinframe;
4901 void R_SkinFrame_PrepareForPurge(void)
4903 r_skinframe.loadsequence++;
4904 // wrap it without hitting zero
4905 if (r_skinframe.loadsequence >= 200)
4906 r_skinframe.loadsequence = 1;
4909 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
4913 // mark the skinframe as used for the purging code
4914 skinframe->loadsequence = r_skinframe.loadsequence;
4917 void R_SkinFrame_Purge(void)
4921 for (i = 0;i < SKINFRAME_HASH;i++)
4923 for (s = r_skinframe.hash[i];s;s = s->next)
4925 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
4927 if (s->merged == s->base)
4929 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
4930 R_PurgeTexture(s->stain );s->stain = NULL;
4931 R_PurgeTexture(s->merged);s->merged = NULL;
4932 R_PurgeTexture(s->base );s->base = NULL;
4933 R_PurgeTexture(s->pants );s->pants = NULL;
4934 R_PurgeTexture(s->shirt );s->shirt = NULL;
4935 R_PurgeTexture(s->nmap );s->nmap = NULL;
4936 R_PurgeTexture(s->gloss );s->gloss = NULL;
4937 R_PurgeTexture(s->glow );s->glow = NULL;
4938 R_PurgeTexture(s->fog );s->fog = NULL;
4939 s->loadsequence = 0;
4945 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
4947 char basename[MAX_QPATH];
4949 Image_StripImageExtension(name, basename, sizeof(basename));
4951 if( last == NULL ) {
4953 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4954 item = r_skinframe.hash[hashindex];
4959 // linearly search through the hash bucket
4960 for( ; item ; item = item->next ) {
4961 if( !strcmp( item->basename, basename ) ) {
4968 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
4972 char basename[MAX_QPATH];
4974 Image_StripImageExtension(name, basename, sizeof(basename));
4976 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4977 for (item = r_skinframe.hash[hashindex];item;item = item->next)
4978 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
4982 rtexture_t *dyntexture;
4983 // check whether its a dynamic texture
4984 dyntexture = CL_GetDynTexture( basename );
4985 if (!add && !dyntexture)
4987 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
4988 memset(item, 0, sizeof(*item));
4989 strlcpy(item->basename, basename, sizeof(item->basename));
4990 item->base = dyntexture; // either NULL or dyntexture handle
4991 item->textureflags = textureflags;
4992 item->comparewidth = comparewidth;
4993 item->compareheight = compareheight;
4994 item->comparecrc = comparecrc;
4995 item->next = r_skinframe.hash[hashindex];
4996 r_skinframe.hash[hashindex] = item;
4998 else if( item->base == NULL )
5000 rtexture_t *dyntexture;
5001 // check whether its a dynamic texture
5002 // 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]
5003 dyntexture = CL_GetDynTexture( basename );
5004 item->base = dyntexture; // either NULL or dyntexture handle
5007 R_SkinFrame_MarkUsed(item);
5011 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5013 unsigned long long avgcolor[5], wsum; \
5021 for(pix = 0; pix < cnt; ++pix) \
5024 for(comp = 0; comp < 3; ++comp) \
5026 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5029 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5031 for(comp = 0; comp < 3; ++comp) \
5032 avgcolor[comp] += getpixel * w; \
5035 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5036 avgcolor[4] += getpixel; \
5038 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5040 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5041 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5042 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5043 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5046 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5049 unsigned char *pixels;
5050 unsigned char *bumppixels;
5051 unsigned char *basepixels = NULL;
5052 int basepixels_width = 0;
5053 int basepixels_height = 0;
5054 skinframe_t *skinframe;
5055 rtexture_t *ddsbase = NULL;
5056 qboolean ddshasalpha = false;
5057 float ddsavgcolor[4];
5058 char basename[MAX_QPATH];
5060 if (cls.state == ca_dedicated)
5063 // return an existing skinframe if already loaded
5064 // if loading of the first image fails, don't make a new skinframe as it
5065 // would cause all future lookups of this to be missing
5066 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5067 if (skinframe && skinframe->base)
5070 Image_StripImageExtension(name, basename, sizeof(basename));
5072 // check for DDS texture file first
5073 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5075 basepixels = loadimagepixelsbgra(name, complain, true);
5076 if (basepixels == NULL)
5080 if (developer_loading.integer)
5081 Con_Printf("loading skin \"%s\"\n", name);
5083 // we've got some pixels to store, so really allocate this new texture now
5085 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5086 skinframe->stain = NULL;
5087 skinframe->merged = NULL;
5088 skinframe->base = NULL;
5089 skinframe->pants = NULL;
5090 skinframe->shirt = NULL;
5091 skinframe->nmap = NULL;
5092 skinframe->gloss = NULL;
5093 skinframe->glow = NULL;
5094 skinframe->fog = NULL;
5095 skinframe->hasalpha = false;
5099 skinframe->base = ddsbase;
5100 skinframe->hasalpha = ddshasalpha;
5101 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5102 if (r_loadfog && skinframe->hasalpha)
5103 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5104 //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]);
5108 basepixels_width = image_width;
5109 basepixels_height = image_height;
5110 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5111 if (textureflags & TEXF_ALPHA)
5113 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5115 if (basepixels[j] < 255)
5117 skinframe->hasalpha = true;
5121 if (r_loadfog && skinframe->hasalpha)
5123 // has transparent pixels
5124 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5125 for (j = 0;j < image_width * image_height * 4;j += 4)
5130 pixels[j+3] = basepixels[j+3];
5132 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5136 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5137 //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]);
5138 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5139 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5140 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5141 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5146 if (r_loadnormalmap)
5147 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5148 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5150 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5151 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5152 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5155 // _norm is the name used by tenebrae and has been adopted as standard
5156 if (r_loadnormalmap && skinframe->nmap == NULL)
5158 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5160 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5164 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5166 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5167 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5168 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5170 Mem_Free(bumppixels);
5172 else if (r_shadow_bumpscale_basetexture.value > 0)
5174 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5175 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5176 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5179 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5180 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5183 // _luma is supported only for tenebrae compatibility
5184 // _glow is the preferred name
5185 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5187 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5188 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5189 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5190 Mem_Free(pixels);pixels = NULL;
5193 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5195 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5196 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5197 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5202 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5204 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5205 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5206 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5211 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5213 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5214 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5215 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5221 Mem_Free(basepixels);
5226 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5227 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5230 unsigned char *temp1, *temp2;
5231 skinframe_t *skinframe;
5233 if (cls.state == ca_dedicated)
5236 // if already loaded just return it, otherwise make a new skinframe
5237 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5238 if (skinframe && skinframe->base)
5241 skinframe->stain = NULL;
5242 skinframe->merged = NULL;
5243 skinframe->base = NULL;
5244 skinframe->pants = NULL;
5245 skinframe->shirt = NULL;
5246 skinframe->nmap = NULL;
5247 skinframe->gloss = NULL;
5248 skinframe->glow = NULL;
5249 skinframe->fog = NULL;
5250 skinframe->hasalpha = false;
5252 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5256 if (developer_loading.integer)
5257 Con_Printf("loading 32bit skin \"%s\"\n", name);
5259 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5261 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5262 temp2 = temp1 + width * height * 4;
5263 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5264 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5267 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5268 if (textureflags & TEXF_ALPHA)
5270 for (i = 3;i < width * height * 4;i += 4)
5272 if (skindata[i] < 255)
5274 skinframe->hasalpha = true;
5278 if (r_loadfog && skinframe->hasalpha)
5280 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5281 memcpy(fogpixels, skindata, width * height * 4);
5282 for (i = 0;i < width * height * 4;i += 4)
5283 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5284 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5285 Mem_Free(fogpixels);
5289 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5290 //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]);
5295 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5299 skinframe_t *skinframe;
5301 if (cls.state == ca_dedicated)
5304 // if already loaded just return it, otherwise make a new skinframe
5305 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5306 if (skinframe && skinframe->base)
5309 skinframe->stain = NULL;
5310 skinframe->merged = NULL;
5311 skinframe->base = NULL;
5312 skinframe->pants = NULL;
5313 skinframe->shirt = NULL;
5314 skinframe->nmap = NULL;
5315 skinframe->gloss = NULL;
5316 skinframe->glow = NULL;
5317 skinframe->fog = NULL;
5318 skinframe->hasalpha = false;
5320 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5324 if (developer_loading.integer)
5325 Con_Printf("loading quake skin \"%s\"\n", name);
5327 // 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)
5328 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5329 memcpy(skinframe->qpixels, skindata, width*height);
5330 skinframe->qwidth = width;
5331 skinframe->qheight = height;
5334 for (i = 0;i < width * height;i++)
5335 featuresmask |= palette_featureflags[skindata[i]];
5337 skinframe->hasalpha = false;
5338 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5339 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5340 skinframe->qgeneratemerged = true;
5341 skinframe->qgeneratebase = skinframe->qhascolormapping;
5342 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5344 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5345 //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]);
5350 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5354 unsigned char *skindata;
5356 if (!skinframe->qpixels)
5359 if (!skinframe->qhascolormapping)
5360 colormapped = false;
5364 if (!skinframe->qgeneratebase)
5369 if (!skinframe->qgeneratemerged)
5373 width = skinframe->qwidth;
5374 height = skinframe->qheight;
5375 skindata = skinframe->qpixels;
5377 if (skinframe->qgeneratenmap)
5379 unsigned char *temp1, *temp2;
5380 skinframe->qgeneratenmap = false;
5381 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5382 temp2 = temp1 + width * height * 4;
5383 // use either a custom palette or the quake palette
5384 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5385 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5386 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5390 if (skinframe->qgenerateglow)
5392 skinframe->qgenerateglow = false;
5393 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5398 skinframe->qgeneratebase = false;
5399 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5400 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5401 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5405 skinframe->qgeneratemerged = false;
5406 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5409 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5411 Mem_Free(skinframe->qpixels);
5412 skinframe->qpixels = NULL;
5416 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)
5419 skinframe_t *skinframe;
5421 if (cls.state == ca_dedicated)
5424 // if already loaded just return it, otherwise make a new skinframe
5425 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5426 if (skinframe && skinframe->base)
5429 skinframe->stain = NULL;
5430 skinframe->merged = NULL;
5431 skinframe->base = NULL;
5432 skinframe->pants = NULL;
5433 skinframe->shirt = NULL;
5434 skinframe->nmap = NULL;
5435 skinframe->gloss = NULL;
5436 skinframe->glow = NULL;
5437 skinframe->fog = NULL;
5438 skinframe->hasalpha = false;
5440 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5444 if (developer_loading.integer)
5445 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5447 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5448 if (textureflags & TEXF_ALPHA)
5450 for (i = 0;i < width * height;i++)
5452 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5454 skinframe->hasalpha = true;
5458 if (r_loadfog && skinframe->hasalpha)
5459 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5462 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5463 //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]);
5468 skinframe_t *R_SkinFrame_LoadMissing(void)
5470 skinframe_t *skinframe;
5472 if (cls.state == ca_dedicated)
5475 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5476 skinframe->stain = NULL;
5477 skinframe->merged = NULL;
5478 skinframe->base = NULL;
5479 skinframe->pants = NULL;
5480 skinframe->shirt = NULL;
5481 skinframe->nmap = NULL;
5482 skinframe->gloss = NULL;
5483 skinframe->glow = NULL;
5484 skinframe->fog = NULL;
5485 skinframe->hasalpha = false;
5487 skinframe->avgcolor[0] = rand() / RAND_MAX;
5488 skinframe->avgcolor[1] = rand() / RAND_MAX;
5489 skinframe->avgcolor[2] = rand() / RAND_MAX;
5490 skinframe->avgcolor[3] = 1;
5495 void R_Main_FreeViewCache(void)
5497 if (r_refdef.viewcache.entityvisible)
5498 Mem_Free(r_refdef.viewcache.entityvisible);
5499 if (r_refdef.viewcache.world_pvsbits)
5500 Mem_Free(r_refdef.viewcache.world_pvsbits);
5501 if (r_refdef.viewcache.world_leafvisible)
5502 Mem_Free(r_refdef.viewcache.world_leafvisible);
5503 if (r_refdef.viewcache.world_surfacevisible)
5504 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5505 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5508 void R_Main_ResizeViewCache(void)
5510 int numentities = r_refdef.scene.numentities;
5511 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5512 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5513 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5514 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5515 if (r_refdef.viewcache.maxentities < numentities)
5517 r_refdef.viewcache.maxentities = numentities;
5518 if (r_refdef.viewcache.entityvisible)
5519 Mem_Free(r_refdef.viewcache.entityvisible);
5520 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5522 if (r_refdef.viewcache.world_numclusters != numclusters)
5524 r_refdef.viewcache.world_numclusters = numclusters;
5525 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5526 if (r_refdef.viewcache.world_pvsbits)
5527 Mem_Free(r_refdef.viewcache.world_pvsbits);
5528 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5530 if (r_refdef.viewcache.world_numleafs != numleafs)
5532 r_refdef.viewcache.world_numleafs = numleafs;
5533 if (r_refdef.viewcache.world_leafvisible)
5534 Mem_Free(r_refdef.viewcache.world_leafvisible);
5535 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5537 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5539 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5540 if (r_refdef.viewcache.world_surfacevisible)
5541 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5542 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5546 extern rtexture_t *loadingscreentexture;
5547 void gl_main_start(void)
5549 loadingscreentexture = NULL;
5550 r_texture_blanknormalmap = NULL;
5551 r_texture_white = NULL;
5552 r_texture_grey128 = NULL;
5553 r_texture_black = NULL;
5554 r_texture_whitecube = NULL;
5555 r_texture_normalizationcube = NULL;
5556 r_texture_fogattenuation = NULL;
5557 r_texture_gammaramps = NULL;
5559 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5560 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5562 switch(vid.renderpath)
5564 case RENDERPATH_GL20:
5565 case RENDERPATH_CGGL:
5566 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5567 Cvar_SetValueQuick(&gl_combine, 1);
5568 Cvar_SetValueQuick(&r_glsl, 1);
5569 r_loadnormalmap = true;
5573 case RENDERPATH_GL13:
5574 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5575 Cvar_SetValueQuick(&gl_combine, 1);
5576 Cvar_SetValueQuick(&r_glsl, 0);
5577 r_loadnormalmap = false;
5578 r_loadgloss = false;
5581 case RENDERPATH_GL11:
5582 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5583 Cvar_SetValueQuick(&gl_combine, 0);
5584 Cvar_SetValueQuick(&r_glsl, 0);
5585 r_loadnormalmap = false;
5586 r_loadgloss = false;
5592 R_FrameData_Reset();
5596 memset(r_queries, 0, sizeof(r_queries));
5598 r_qwskincache = NULL;
5599 r_qwskincache_size = 0;
5601 // set up r_skinframe loading system for textures
5602 memset(&r_skinframe, 0, sizeof(r_skinframe));
5603 r_skinframe.loadsequence = 1;
5604 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5606 r_main_texturepool = R_AllocTexturePool();
5607 R_BuildBlankTextures();
5609 if (vid.support.arb_texture_cube_map)
5612 R_BuildNormalizationCube();
5614 r_texture_fogattenuation = NULL;
5615 r_texture_gammaramps = NULL;
5616 //r_texture_fogintensity = NULL;
5617 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5618 memset(&r_waterstate, 0, sizeof(r_waterstate));
5619 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5620 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5622 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5623 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5625 memset(&r_svbsp, 0, sizeof (r_svbsp));
5627 r_refdef.fogmasktable_density = 0;
5630 void gl_main_shutdown(void)
5633 R_FrameData_Reset();
5635 R_Main_FreeViewCache();
5638 qglDeleteQueriesARB(r_maxqueries, r_queries);
5642 memset(r_queries, 0, sizeof(r_queries));
5644 r_qwskincache = NULL;
5645 r_qwskincache_size = 0;
5647 // clear out the r_skinframe state
5648 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5649 memset(&r_skinframe, 0, sizeof(r_skinframe));
5652 Mem_Free(r_svbsp.nodes);
5653 memset(&r_svbsp, 0, sizeof (r_svbsp));
5654 R_FreeTexturePool(&r_main_texturepool);
5655 loadingscreentexture = NULL;
5656 r_texture_blanknormalmap = NULL;
5657 r_texture_white = NULL;
5658 r_texture_grey128 = NULL;
5659 r_texture_black = NULL;
5660 r_texture_whitecube = NULL;
5661 r_texture_normalizationcube = NULL;
5662 r_texture_fogattenuation = NULL;
5663 r_texture_gammaramps = NULL;
5664 //r_texture_fogintensity = NULL;
5665 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5666 memset(&r_waterstate, 0, sizeof(r_waterstate));
5670 extern void CL_ParseEntityLump(char *entitystring);
5671 void gl_main_newmap(void)
5673 // FIXME: move this code to client
5675 char *entities, entname[MAX_QPATH];
5677 Mem_Free(r_qwskincache);
5678 r_qwskincache = NULL;
5679 r_qwskincache_size = 0;
5682 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5683 l = (int)strlen(entname) - 4;
5684 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5686 memcpy(entname + l, ".ent", 5);
5687 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5689 CL_ParseEntityLump(entities);
5694 if (cl.worldmodel->brush.entities)
5695 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5697 R_Main_FreeViewCache();
5699 R_FrameData_Reset();
5702 void GL_Main_Init(void)
5704 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5706 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5707 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5708 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5709 if (gamemode == GAME_NEHAHRA)
5711 Cvar_RegisterVariable (&gl_fogenable);
5712 Cvar_RegisterVariable (&gl_fogdensity);
5713 Cvar_RegisterVariable (&gl_fogred);
5714 Cvar_RegisterVariable (&gl_foggreen);
5715 Cvar_RegisterVariable (&gl_fogblue);
5716 Cvar_RegisterVariable (&gl_fogstart);
5717 Cvar_RegisterVariable (&gl_fogend);
5718 Cvar_RegisterVariable (&gl_skyclip);
5720 Cvar_RegisterVariable(&r_motionblur);
5721 Cvar_RegisterVariable(&r_motionblur_maxblur);
5722 Cvar_RegisterVariable(&r_motionblur_bmin);
5723 Cvar_RegisterVariable(&r_motionblur_vmin);
5724 Cvar_RegisterVariable(&r_motionblur_vmax);
5725 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5726 Cvar_RegisterVariable(&r_motionblur_randomize);
5727 Cvar_RegisterVariable(&r_damageblur);
5728 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5729 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5730 Cvar_RegisterVariable(&r_equalize_entities_by);
5731 Cvar_RegisterVariable(&r_equalize_entities_to);
5732 Cvar_RegisterVariable(&r_depthfirst);
5733 Cvar_RegisterVariable(&r_useinfinitefarclip);
5734 Cvar_RegisterVariable(&r_farclip_base);
5735 Cvar_RegisterVariable(&r_farclip_world);
5736 Cvar_RegisterVariable(&r_nearclip);
5737 Cvar_RegisterVariable(&r_showbboxes);
5738 Cvar_RegisterVariable(&r_showsurfaces);
5739 Cvar_RegisterVariable(&r_showtris);
5740 Cvar_RegisterVariable(&r_shownormals);
5741 Cvar_RegisterVariable(&r_showlighting);
5742 Cvar_RegisterVariable(&r_showshadowvolumes);
5743 Cvar_RegisterVariable(&r_showcollisionbrushes);
5744 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5745 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5746 Cvar_RegisterVariable(&r_showdisabledepthtest);
5747 Cvar_RegisterVariable(&r_drawportals);
5748 Cvar_RegisterVariable(&r_drawentities);
5749 Cvar_RegisterVariable(&r_cullentities_trace);
5750 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5751 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5752 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5753 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5754 Cvar_RegisterVariable(&r_drawviewmodel);
5755 Cvar_RegisterVariable(&r_speeds);
5756 Cvar_RegisterVariable(&r_fullbrights);
5757 Cvar_RegisterVariable(&r_wateralpha);
5758 Cvar_RegisterVariable(&r_dynamic);
5759 Cvar_RegisterVariable(&r_fullbright);
5760 Cvar_RegisterVariable(&r_shadows);
5761 Cvar_RegisterVariable(&r_shadows_darken);
5762 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5763 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5764 Cvar_RegisterVariable(&r_shadows_throwdistance);
5765 Cvar_RegisterVariable(&r_shadows_throwdirection);
5766 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5767 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5768 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5769 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5770 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5771 Cvar_RegisterVariable(&r_fog_exp2);
5772 Cvar_RegisterVariable(&r_drawfog);
5773 Cvar_RegisterVariable(&r_transparentdepthmasking);
5774 Cvar_RegisterVariable(&r_texture_dds_load);
5775 Cvar_RegisterVariable(&r_texture_dds_save);
5776 Cvar_RegisterVariable(&r_textureunits);
5777 Cvar_RegisterVariable(&gl_combine);
5778 Cvar_RegisterVariable(&r_glsl);
5779 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5780 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5781 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5782 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5783 Cvar_RegisterVariable(&r_glsl_postprocess);
5784 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5785 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5786 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5787 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5788 Cvar_RegisterVariable(&r_water);
5789 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5790 Cvar_RegisterVariable(&r_water_clippingplanebias);
5791 Cvar_RegisterVariable(&r_water_refractdistort);
5792 Cvar_RegisterVariable(&r_water_reflectdistort);
5793 Cvar_RegisterVariable(&r_lerpsprites);
5794 Cvar_RegisterVariable(&r_lerpmodels);
5795 Cvar_RegisterVariable(&r_lerplightstyles);
5796 Cvar_RegisterVariable(&r_waterscroll);
5797 Cvar_RegisterVariable(&r_bloom);
5798 Cvar_RegisterVariable(&r_bloom_colorscale);
5799 Cvar_RegisterVariable(&r_bloom_brighten);
5800 Cvar_RegisterVariable(&r_bloom_blur);
5801 Cvar_RegisterVariable(&r_bloom_resolution);
5802 Cvar_RegisterVariable(&r_bloom_colorexponent);
5803 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5804 Cvar_RegisterVariable(&r_hdr);
5805 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5806 Cvar_RegisterVariable(&r_hdr_glowintensity);
5807 Cvar_RegisterVariable(&r_hdr_range);
5808 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5809 Cvar_RegisterVariable(&developer_texturelogging);
5810 Cvar_RegisterVariable(&gl_lightmaps);
5811 Cvar_RegisterVariable(&r_test);
5812 Cvar_RegisterVariable(&r_batchmode);
5813 Cvar_RegisterVariable(&r_glsl_saturation);
5814 Cvar_RegisterVariable(&r_framedatasize);
5815 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5816 Cvar_SetValue("r_fullbrights", 0);
5817 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5819 Cvar_RegisterVariable(&r_track_sprites);
5820 Cvar_RegisterVariable(&r_track_sprites_flags);
5821 Cvar_RegisterVariable(&r_track_sprites_scalew);
5822 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5823 Cvar_RegisterVariable(&r_overheadsprites_perspective);
5824 Cvar_RegisterVariable(&r_overheadsprites_pushback);
5827 extern void R_Textures_Init(void);
5828 extern void GL_Draw_Init(void);
5829 extern void GL_Main_Init(void);
5830 extern void R_Shadow_Init(void);
5831 extern void R_Sky_Init(void);
5832 extern void GL_Surf_Init(void);
5833 extern void R_Particles_Init(void);
5834 extern void R_Explosion_Init(void);
5835 extern void gl_backend_init(void);
5836 extern void Sbar_Init(void);
5837 extern void R_LightningBeams_Init(void);
5838 extern void Mod_RenderInit(void);
5839 extern void Font_Init(void);
5841 void Render_Init(void)
5854 R_LightningBeams_Init();
5863 extern char *ENGINE_EXTENSIONS;
5866 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5867 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5868 gl_version = (const char *)qglGetString(GL_VERSION);
5869 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5873 if (!gl_platformextensions)
5874 gl_platformextensions = "";
5876 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5877 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5878 Con_Printf("GL_VERSION: %s\n", gl_version);
5879 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
5880 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
5882 VID_CheckExtensions();
5884 // LordHavoc: report supported extensions
5885 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
5887 // clear to black (loading plaque will be seen over this)
5889 qglClearColor(0,0,0,1);CHECKGLERROR
5890 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
5893 int R_CullBox(const vec3_t mins, const vec3_t maxs)
5897 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5899 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
5902 p = r_refdef.view.frustum + i;
5907 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5911 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5915 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5919 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5923 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5927 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5931 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5935 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5943 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
5947 for (i = 0;i < numplanes;i++)
5954 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5958 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5962 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5966 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5970 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5974 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5978 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5982 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5990 //==================================================================================
5992 // LordHavoc: this stores temporary data used within the same frame
5994 qboolean r_framedata_failed;
5995 static size_t r_framedata_size;
5996 static size_t r_framedata_current;
5997 static void *r_framedata_base;
5999 void R_FrameData_Reset(void)
6001 if (r_framedata_base)
6002 Mem_Free(r_framedata_base);
6003 r_framedata_base = NULL;
6004 r_framedata_size = 0;
6005 r_framedata_current = 0;
6006 r_framedata_failed = false;
6009 void R_FrameData_NewFrame(void)
6012 if (r_framedata_failed)
6013 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6014 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6015 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6016 if (r_framedata_size != wantedsize)
6018 r_framedata_size = wantedsize;
6019 if (r_framedata_base)
6020 Mem_Free(r_framedata_base);
6021 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6023 r_framedata_current = 0;
6024 r_framedata_failed = false;
6027 void *R_FrameData_Alloc(size_t size)
6031 // align to 16 byte boundary
6032 size = (size + 15) & ~15;
6033 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6034 r_framedata_current += size;
6037 if (r_framedata_current > r_framedata_size)
6038 r_framedata_failed = true;
6040 // return NULL on everything after a failure
6041 if (r_framedata_failed)
6047 void *R_FrameData_Store(size_t size, void *data)
6049 void *d = R_FrameData_Alloc(size);
6051 memcpy(d, data, size);
6055 //==================================================================================
6057 // LordHavoc: animcache originally written by Echon, rewritten since then
6060 * Animation cache prevents re-generating mesh data for an animated model
6061 * multiple times in one frame for lighting, shadowing, reflections, etc.
6064 void R_AnimCache_Free(void)
6068 void R_AnimCache_ClearCache(void)
6071 entity_render_t *ent;
6073 for (i = 0;i < r_refdef.scene.numentities;i++)
6075 ent = r_refdef.scene.entities[i];
6076 ent->animcache_vertex3f = NULL;
6077 ent->animcache_normal3f = NULL;
6078 ent->animcache_svector3f = NULL;
6079 ent->animcache_tvector3f = NULL;
6083 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6085 dp_model_t *model = ent->model;
6087 // see if it's already cached this frame
6088 if (ent->animcache_vertex3f)
6090 // add normals/tangents if needed
6091 if (wantnormals || wanttangents)
6093 if (ent->animcache_normal3f)
6094 wantnormals = false;
6095 if (ent->animcache_svector3f)
6096 wanttangents = false;
6097 if (wantnormals || wanttangents)
6099 numvertices = model->surfmesh.num_vertices;
6101 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6104 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6105 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6107 if (!r_framedata_failed)
6108 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6114 // see if this ent is worth caching
6115 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6117 // get some memory for this entity and generate mesh data
6118 numvertices = model->surfmesh.num_vertices;
6119 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6121 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6124 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6125 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6127 if (!r_framedata_failed)
6128 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6130 return !r_framedata_failed;
6133 void R_AnimCache_CacheVisibleEntities(void)
6136 qboolean wantnormals = !r_showsurfaces.integer;
6137 qboolean wanttangents = !r_showsurfaces.integer;
6139 switch(vid.renderpath)
6141 case RENDERPATH_GL20:
6142 case RENDERPATH_CGGL:
6144 case RENDERPATH_GL13:
6145 case RENDERPATH_GL11:
6146 wanttangents = false;
6150 // TODO: thread this
6151 // NOTE: R_PrepareRTLights() also caches entities
6153 for (i = 0;i < r_refdef.scene.numentities;i++)
6154 if (r_refdef.viewcache.entityvisible[i])
6155 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6157 if (r_shadows.integer)
6158 for (i = 0;i < r_refdef.scene.numentities;i++)
6159 if (!r_refdef.viewcache.entityvisible[i])
6160 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6163 //==================================================================================
6165 static void R_View_UpdateEntityLighting (void)
6168 entity_render_t *ent;
6169 vec3_t tempdiffusenormal, avg;
6170 vec_t f, fa, fd, fdd;
6172 for (i = 0;i < r_refdef.scene.numentities;i++)
6174 ent = r_refdef.scene.entities[i];
6176 // skip unseen models
6177 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6181 if (ent->model && ent->model->brush.num_leafs)
6183 // TODO: use modellight for r_ambient settings on world?
6184 VectorSet(ent->modellight_ambient, 0, 0, 0);
6185 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6186 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6190 // fetch the lighting from the worldmodel data
6191 VectorClear(ent->modellight_ambient);
6192 VectorClear(ent->modellight_diffuse);
6193 VectorClear(tempdiffusenormal);
6194 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6197 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6198 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6199 if(ent->flags & RENDER_EQUALIZE)
6201 // first fix up ambient lighting...
6202 if(r_equalize_entities_minambient.value > 0)
6204 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6207 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6208 if(fa < r_equalize_entities_minambient.value * fd)
6211 // fa'/fd' = minambient
6212 // fa'+0.25*fd' = fa+0.25*fd
6214 // fa' = fd' * minambient
6215 // fd'*(0.25+minambient) = fa+0.25*fd
6217 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6218 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6220 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6221 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
6222 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6223 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6228 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6230 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6231 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6234 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6235 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6236 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6242 VectorSet(ent->modellight_ambient, 1, 1, 1);
6244 // move the light direction into modelspace coordinates for lighting code
6245 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6246 if(VectorLength2(ent->modellight_lightdir) == 0)
6247 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6248 VectorNormalize(ent->modellight_lightdir);
6252 #define MAX_LINEOFSIGHTTRACES 64
6254 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6257 vec3_t boxmins, boxmaxs;
6260 dp_model_t *model = r_refdef.scene.worldmodel;
6262 if (!model || !model->brush.TraceLineOfSight)
6265 // expand the box a little
6266 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6267 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6268 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6269 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6270 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6271 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6274 VectorCopy(eye, start);
6275 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6276 if (model->brush.TraceLineOfSight(model, start, end))
6279 // try various random positions
6280 for (i = 0;i < numsamples;i++)
6282 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6283 if (model->brush.TraceLineOfSight(model, start, end))
6291 static void R_View_UpdateEntityVisible (void)
6296 entity_render_t *ent;
6298 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6299 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6301 // worldmodel can check visibility
6302 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6303 for (i = 0;i < r_refdef.scene.numentities;i++)
6305 ent = r_refdef.scene.entities[i];
6306 if (!(ent->flags & renderimask))
6307 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)))
6308 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))
6309 r_refdef.viewcache.entityvisible[i] = true;
6311 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6313 for (i = 0;i < r_refdef.scene.numentities;i++)
6315 ent = r_refdef.scene.entities[i];
6316 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6318 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6320 continue; // temp entities do pvs only
6321 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6322 ent->last_trace_visibility = realtime;
6323 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6324 r_refdef.viewcache.entityvisible[i] = 0;
6331 // no worldmodel or it can't check visibility
6332 for (i = 0;i < r_refdef.scene.numentities;i++)
6334 ent = r_refdef.scene.entities[i];
6335 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));
6340 /// only used if skyrendermasked, and normally returns false
6341 int R_DrawBrushModelsSky (void)
6344 entity_render_t *ent;
6347 for (i = 0;i < r_refdef.scene.numentities;i++)
6349 if (!r_refdef.viewcache.entityvisible[i])
6351 ent = r_refdef.scene.entities[i];
6352 if (!ent->model || !ent->model->DrawSky)
6354 ent->model->DrawSky(ent);
6360 static void R_DrawNoModel(entity_render_t *ent);
6361 static void R_DrawModels(void)
6364 entity_render_t *ent;
6366 for (i = 0;i < r_refdef.scene.numentities;i++)
6368 if (!r_refdef.viewcache.entityvisible[i])
6370 ent = r_refdef.scene.entities[i];
6371 r_refdef.stats.entities++;
6372 if (ent->model && ent->model->Draw != NULL)
6373 ent->model->Draw(ent);
6379 static void R_DrawModelsDepth(void)
6382 entity_render_t *ent;
6384 for (i = 0;i < r_refdef.scene.numentities;i++)
6386 if (!r_refdef.viewcache.entityvisible[i])
6388 ent = r_refdef.scene.entities[i];
6389 if (ent->model && ent->model->DrawDepth != NULL)
6390 ent->model->DrawDepth(ent);
6394 static void R_DrawModelsDebug(void)
6397 entity_render_t *ent;
6399 for (i = 0;i < r_refdef.scene.numentities;i++)
6401 if (!r_refdef.viewcache.entityvisible[i])
6403 ent = r_refdef.scene.entities[i];
6404 if (ent->model && ent->model->DrawDebug != NULL)
6405 ent->model->DrawDebug(ent);
6409 static void R_DrawModelsAddWaterPlanes(void)
6412 entity_render_t *ent;
6414 for (i = 0;i < r_refdef.scene.numentities;i++)
6416 if (!r_refdef.viewcache.entityvisible[i])
6418 ent = r_refdef.scene.entities[i];
6419 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6420 ent->model->DrawAddWaterPlanes(ent);
6424 static void R_View_SetFrustum(void)
6427 double slopex, slopey;
6428 vec3_t forward, left, up, origin;
6430 // we can't trust r_refdef.view.forward and friends in reflected scenes
6431 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6434 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6435 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6436 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6437 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6438 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6439 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6440 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6441 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6442 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6443 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6444 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6445 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6449 zNear = r_refdef.nearclip;
6450 nudge = 1.0 - 1.0 / (1<<23);
6451 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6452 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6453 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6454 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6455 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6456 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6457 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6458 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6464 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6465 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6466 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6467 r_refdef.view.frustum[0].dist = m[15] - m[12];
6469 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6470 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6471 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6472 r_refdef.view.frustum[1].dist = m[15] + m[12];
6474 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6475 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6476 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6477 r_refdef.view.frustum[2].dist = m[15] - m[13];
6479 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6480 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6481 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6482 r_refdef.view.frustum[3].dist = m[15] + m[13];
6484 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6485 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6486 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6487 r_refdef.view.frustum[4].dist = m[15] - m[14];
6489 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6490 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6491 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6492 r_refdef.view.frustum[5].dist = m[15] + m[14];
6495 if (r_refdef.view.useperspective)
6497 slopex = 1.0 / r_refdef.view.frustum_x;
6498 slopey = 1.0 / r_refdef.view.frustum_y;
6499 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6500 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6501 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6502 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6503 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6505 // Leaving those out was a mistake, those were in the old code, and they
6506 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6507 // I couldn't reproduce it after adding those normalizations. --blub
6508 VectorNormalize(r_refdef.view.frustum[0].normal);
6509 VectorNormalize(r_refdef.view.frustum[1].normal);
6510 VectorNormalize(r_refdef.view.frustum[2].normal);
6511 VectorNormalize(r_refdef.view.frustum[3].normal);
6513 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6514 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]);
6515 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]);
6516 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]);
6517 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]);
6519 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6520 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6521 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6522 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6523 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6527 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6528 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6529 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6530 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6531 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6532 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6533 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6534 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6535 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6536 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6538 r_refdef.view.numfrustumplanes = 5;
6540 if (r_refdef.view.useclipplane)
6542 r_refdef.view.numfrustumplanes = 6;
6543 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6546 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6547 PlaneClassify(r_refdef.view.frustum + i);
6549 // LordHavoc: note to all quake engine coders, Quake had a special case
6550 // for 90 degrees which assumed a square view (wrong), so I removed it,
6551 // Quake2 has it disabled as well.
6553 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6554 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6555 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6556 //PlaneClassify(&frustum[0]);
6558 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6559 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6560 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6561 //PlaneClassify(&frustum[1]);
6563 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6564 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6565 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6566 //PlaneClassify(&frustum[2]);
6568 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6569 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6570 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6571 //PlaneClassify(&frustum[3]);
6574 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6575 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6576 //PlaneClassify(&frustum[4]);
6579 void R_View_Update(void)
6581 R_Main_ResizeViewCache();
6582 R_View_SetFrustum();
6583 R_View_WorldVisibility(r_refdef.view.useclipplane);
6584 R_View_UpdateEntityVisible();
6585 R_View_UpdateEntityLighting();
6588 void R_SetupView(qboolean allowwaterclippingplane)
6590 const float *customclipplane = NULL;
6592 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6594 // LordHavoc: couldn't figure out how to make this approach the
6595 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6596 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6597 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6598 dist = r_refdef.view.clipplane.dist;
6599 plane[0] = r_refdef.view.clipplane.normal[0];
6600 plane[1] = r_refdef.view.clipplane.normal[1];
6601 plane[2] = r_refdef.view.clipplane.normal[2];
6603 customclipplane = plane;
6606 if (!r_refdef.view.useperspective)
6607 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);
6608 else if (vid.stencil && r_useinfinitefarclip.integer)
6609 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);
6611 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);
6612 R_SetViewport(&r_refdef.view.viewport);
6615 void R_EntityMatrix(const matrix4x4_t *matrix)
6617 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6619 gl_modelmatrixchanged = false;
6620 gl_modelmatrix = *matrix;
6621 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6622 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6623 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6624 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6626 switch(vid.renderpath)
6628 case RENDERPATH_GL20:
6629 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6630 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6631 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6633 case RENDERPATH_CGGL:
6636 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6637 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6638 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6641 case RENDERPATH_GL13:
6642 case RENDERPATH_GL11:
6643 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6649 void R_ResetViewRendering2D(void)
6651 r_viewport_t viewport;
6654 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6655 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);
6656 R_SetViewport(&viewport);
6657 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6658 GL_Color(1, 1, 1, 1);
6659 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6660 GL_BlendFunc(GL_ONE, GL_ZERO);
6661 GL_AlphaTest(false);
6662 GL_ScissorTest(false);
6663 GL_DepthMask(false);
6664 GL_DepthRange(0, 1);
6665 GL_DepthTest(false);
6666 R_EntityMatrix(&identitymatrix);
6667 R_Mesh_ResetTextureState();
6668 GL_PolygonOffset(0, 0);
6669 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6670 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6671 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6672 qglStencilMask(~0);CHECKGLERROR
6673 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6674 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6675 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6678 void R_ResetViewRendering3D(void)
6683 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6684 GL_Color(1, 1, 1, 1);
6685 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6686 GL_BlendFunc(GL_ONE, GL_ZERO);
6687 GL_AlphaTest(false);
6688 GL_ScissorTest(true);
6690 GL_DepthRange(0, 1);
6692 R_EntityMatrix(&identitymatrix);
6693 R_Mesh_ResetTextureState();
6694 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6695 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6696 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6697 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6698 qglStencilMask(~0);CHECKGLERROR
6699 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6700 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6701 GL_CullFace(r_refdef.view.cullface_back);
6704 void R_RenderScene(void);
6705 void R_RenderWaterPlanes(void);
6707 static void R_Water_StartFrame(void)
6710 int waterwidth, waterheight, texturewidth, textureheight;
6711 r_waterstate_waterplane_t *p;
6713 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6716 switch(vid.renderpath)
6718 case RENDERPATH_GL20:
6719 case RENDERPATH_CGGL:
6721 case RENDERPATH_GL13:
6722 case RENDERPATH_GL11:
6726 // set waterwidth and waterheight to the water resolution that will be
6727 // used (often less than the screen resolution for faster rendering)
6728 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6729 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6731 // calculate desired texture sizes
6732 // can't use water if the card does not support the texture size
6733 if (!r_water.integer || r_showsurfaces.integer)
6734 texturewidth = textureheight = waterwidth = waterheight = 0;
6735 else if (vid.support.arb_texture_non_power_of_two)
6737 texturewidth = waterwidth;
6738 textureheight = waterheight;
6742 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6743 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6746 // allocate textures as needed
6747 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6749 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6750 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6752 if (p->texture_refraction)
6753 R_FreeTexture(p->texture_refraction);
6754 p->texture_refraction = NULL;
6755 if (p->texture_reflection)
6756 R_FreeTexture(p->texture_reflection);
6757 p->texture_reflection = NULL;
6759 memset(&r_waterstate, 0, sizeof(r_waterstate));
6760 r_waterstate.texturewidth = texturewidth;
6761 r_waterstate.textureheight = textureheight;
6764 if (r_waterstate.texturewidth)
6766 r_waterstate.enabled = true;
6768 // when doing a reduced render (HDR) we want to use a smaller area
6769 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6770 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6772 // set up variables that will be used in shader setup
6773 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6774 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6775 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6776 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6779 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6780 r_waterstate.numwaterplanes = 0;
6783 void R_Water_AddWaterPlane(msurface_t *surface)
6785 int triangleindex, planeindex;
6791 r_waterstate_waterplane_t *p;
6792 texture_t *t = R_GetCurrentTexture(surface->texture);
6793 // just use the first triangle with a valid normal for any decisions
6794 VectorClear(normal);
6795 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6797 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6798 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6799 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6800 TriangleNormal(vert[0], vert[1], vert[2], normal);
6801 if (VectorLength2(normal) >= 0.001)
6805 VectorCopy(normal, plane.normal);
6806 VectorNormalize(plane.normal);
6807 plane.dist = DotProduct(vert[0], plane.normal);
6808 PlaneClassify(&plane);
6809 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6811 // skip backfaces (except if nocullface is set)
6812 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6814 VectorNegate(plane.normal, plane.normal);
6816 PlaneClassify(&plane);
6820 // find a matching plane if there is one
6821 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6822 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6824 if (planeindex >= r_waterstate.maxwaterplanes)
6825 return; // nothing we can do, out of planes
6827 // if this triangle does not fit any known plane rendered this frame, add one
6828 if (planeindex >= r_waterstate.numwaterplanes)
6830 // store the new plane
6831 r_waterstate.numwaterplanes++;
6833 // clear materialflags and pvs
6834 p->materialflags = 0;
6835 p->pvsvalid = false;
6837 // merge this surface's materialflags into the waterplane
6838 p->materialflags |= t->currentmaterialflags;
6839 // merge this surface's PVS into the waterplane
6840 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6841 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6842 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6844 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6849 static void R_Water_ProcessPlanes(void)
6851 r_refdef_view_t originalview;
6852 r_refdef_view_t myview;
6854 r_waterstate_waterplane_t *p;
6856 originalview = r_refdef.view;
6858 // make sure enough textures are allocated
6859 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6861 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6863 if (!p->texture_refraction)
6864 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6865 if (!p->texture_refraction)
6869 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6871 if (!p->texture_reflection)
6872 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6873 if (!p->texture_reflection)
6879 r_refdef.view = originalview;
6880 r_refdef.view.showdebug = false;
6881 r_refdef.view.width = r_waterstate.waterwidth;
6882 r_refdef.view.height = r_waterstate.waterheight;
6883 r_refdef.view.useclipplane = true;
6884 myview = r_refdef.view;
6885 r_waterstate.renderingscene = true;
6886 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6888 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6890 r_refdef.view = myview;
6891 // render reflected scene and copy into texture
6892 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6893 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6894 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6895 r_refdef.view.clipplane = p->plane;
6896 // reverse the cullface settings for this render
6897 r_refdef.view.cullface_front = GL_FRONT;
6898 r_refdef.view.cullface_back = GL_BACK;
6899 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6901 r_refdef.view.usecustompvs = true;
6903 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6905 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6908 R_ResetViewRendering3D();
6909 R_ClearScreen(r_refdef.fogenabled);
6913 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);
6916 // render the normal view scene and copy into texture
6917 // (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)
6918 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6920 r_refdef.view = myview;
6921 r_refdef.view.clipplane = p->plane;
6922 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6923 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6924 PlaneClassify(&r_refdef.view.clipplane);
6926 R_ResetViewRendering3D();
6927 R_ClearScreen(r_refdef.fogenabled);
6931 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);
6935 r_waterstate.renderingscene = false;
6936 r_refdef.view = originalview;
6937 R_ResetViewRendering3D();
6938 R_ClearScreen(r_refdef.fogenabled);
6942 r_refdef.view = originalview;
6943 r_waterstate.renderingscene = false;
6944 Cvar_SetValueQuick(&r_water, 0);
6945 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6949 void R_Bloom_StartFrame(void)
6951 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6953 switch(vid.renderpath)
6955 case RENDERPATH_GL20:
6956 case RENDERPATH_CGGL:
6958 case RENDERPATH_GL13:
6959 case RENDERPATH_GL11:
6963 // set bloomwidth and bloomheight to the bloom resolution that will be
6964 // used (often less than the screen resolution for faster rendering)
6965 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6966 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6967 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6968 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6969 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6971 // calculate desired texture sizes
6972 if (vid.support.arb_texture_non_power_of_two)
6974 screentexturewidth = r_refdef.view.width;
6975 screentextureheight = r_refdef.view.height;
6976 bloomtexturewidth = r_bloomstate.bloomwidth;
6977 bloomtextureheight = r_bloomstate.bloomheight;
6981 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6982 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6983 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6984 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6987 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))
6989 Cvar_SetValueQuick(&r_hdr, 0);
6990 Cvar_SetValueQuick(&r_bloom, 0);
6991 Cvar_SetValueQuick(&r_motionblur, 0);
6992 Cvar_SetValueQuick(&r_damageblur, 0);
6995 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)))
6996 screentexturewidth = screentextureheight = 0;
6997 if (!r_hdr.integer && !r_bloom.integer)
6998 bloomtexturewidth = bloomtextureheight = 0;
7000 // allocate textures as needed
7001 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7003 if (r_bloomstate.texture_screen)
7004 R_FreeTexture(r_bloomstate.texture_screen);
7005 r_bloomstate.texture_screen = NULL;
7006 r_bloomstate.screentexturewidth = screentexturewidth;
7007 r_bloomstate.screentextureheight = screentextureheight;
7008 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7009 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7011 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7013 if (r_bloomstate.texture_bloom)
7014 R_FreeTexture(r_bloomstate.texture_bloom);
7015 r_bloomstate.texture_bloom = NULL;
7016 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7017 r_bloomstate.bloomtextureheight = bloomtextureheight;
7018 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7019 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7022 // when doing a reduced render (HDR) we want to use a smaller area
7023 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7024 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7025 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7026 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7027 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7029 // set up a texcoord array for the full resolution screen image
7030 // (we have to keep this around to copy back during final render)
7031 r_bloomstate.screentexcoord2f[0] = 0;
7032 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7033 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7034 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7035 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7036 r_bloomstate.screentexcoord2f[5] = 0;
7037 r_bloomstate.screentexcoord2f[6] = 0;
7038 r_bloomstate.screentexcoord2f[7] = 0;
7040 // set up a texcoord array for the reduced resolution bloom image
7041 // (which will be additive blended over the screen image)
7042 r_bloomstate.bloomtexcoord2f[0] = 0;
7043 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7044 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7045 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7046 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7047 r_bloomstate.bloomtexcoord2f[5] = 0;
7048 r_bloomstate.bloomtexcoord2f[6] = 0;
7049 r_bloomstate.bloomtexcoord2f[7] = 0;
7051 if (r_hdr.integer || r_bloom.integer)
7053 r_bloomstate.enabled = true;
7054 r_bloomstate.hdr = r_hdr.integer != 0;
7057 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);
7060 void R_Bloom_CopyBloomTexture(float colorscale)
7062 r_refdef.stats.bloom++;
7064 // scale down screen texture to the bloom texture size
7066 R_SetViewport(&r_bloomstate.viewport);
7067 GL_BlendFunc(GL_ONE, GL_ZERO);
7068 GL_Color(colorscale, colorscale, colorscale, 1);
7069 // TODO: optimize with multitexture or GLSL
7070 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7071 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7072 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7073 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7075 // we now have a bloom image in the framebuffer
7076 // copy it into the bloom image texture for later processing
7077 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);
7078 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7081 void R_Bloom_CopyHDRTexture(void)
7083 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);
7084 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7087 void R_Bloom_MakeTexture(void)
7090 float xoffset, yoffset, r, brighten;
7092 r_refdef.stats.bloom++;
7094 R_ResetViewRendering2D();
7095 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7096 R_Mesh_ColorPointer(NULL, 0, 0);
7098 // we have a bloom image in the framebuffer
7100 R_SetViewport(&r_bloomstate.viewport);
7102 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7105 r = bound(0, r_bloom_colorexponent.value / x, 1);
7106 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7107 GL_Color(r, r, r, 1);
7108 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7109 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7110 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7111 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7113 // copy the vertically blurred bloom view to a texture
7114 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);
7115 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7118 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7119 brighten = r_bloom_brighten.value;
7121 brighten *= r_hdr_range.value;
7122 brighten = sqrt(brighten);
7124 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7125 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7126 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7128 for (dir = 0;dir < 2;dir++)
7130 // blend on at multiple vertical offsets to achieve a vertical blur
7131 // TODO: do offset blends using GLSL
7132 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7133 GL_BlendFunc(GL_ONE, GL_ZERO);
7134 for (x = -range;x <= range;x++)
7136 if (!dir){xoffset = 0;yoffset = x;}
7137 else {xoffset = x;yoffset = 0;}
7138 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7139 yoffset /= (float)r_bloomstate.bloomtextureheight;
7140 // compute a texcoord array with the specified x and y offset
7141 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7142 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7143 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7144 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7145 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7146 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7147 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7148 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7149 // this r value looks like a 'dot' particle, fading sharply to
7150 // black at the edges
7151 // (probably not realistic but looks good enough)
7152 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7153 //r = brighten/(range*2+1);
7154 r = brighten / (range * 2 + 1);
7156 r *= (1 - x*x/(float)(range*range));
7157 GL_Color(r, r, r, 1);
7158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7159 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7160 GL_BlendFunc(GL_ONE, GL_ONE);
7163 // copy the vertically blurred bloom view to a texture
7164 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);
7165 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7168 // apply subtract last
7169 // (just like it would be in a GLSL shader)
7170 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7172 GL_BlendFunc(GL_ONE, GL_ZERO);
7173 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7174 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7175 GL_Color(1, 1, 1, 1);
7176 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7177 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7179 GL_BlendFunc(GL_ONE, GL_ONE);
7180 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7181 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7182 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7183 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7184 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7185 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7186 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7188 // copy the darkened bloom view to a texture
7189 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);
7190 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7194 void R_HDR_RenderBloomTexture(void)
7196 int oldwidth, oldheight;
7197 float oldcolorscale;
7199 oldcolorscale = r_refdef.view.colorscale;
7200 oldwidth = r_refdef.view.width;
7201 oldheight = r_refdef.view.height;
7202 r_refdef.view.width = r_bloomstate.bloomwidth;
7203 r_refdef.view.height = r_bloomstate.bloomheight;
7205 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7206 // TODO: add exposure compensation features
7207 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7209 r_refdef.view.showdebug = false;
7210 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7212 R_ResetViewRendering3D();
7214 R_ClearScreen(r_refdef.fogenabled);
7215 if (r_timereport_active)
7216 R_TimeReport("HDRclear");
7219 if (r_timereport_active)
7220 R_TimeReport("visibility");
7222 // only do secondary renders with HDR if r_hdr is 2 or higher
7223 r_waterstate.numwaterplanes = 0;
7224 if (r_waterstate.enabled && r_hdr.integer >= 2)
7225 R_RenderWaterPlanes();
7227 r_refdef.view.showdebug = true;
7229 r_waterstate.numwaterplanes = 0;
7231 R_ResetViewRendering2D();
7233 R_Bloom_CopyHDRTexture();
7234 R_Bloom_MakeTexture();
7236 // restore the view settings
7237 r_refdef.view.width = oldwidth;
7238 r_refdef.view.height = oldheight;
7239 r_refdef.view.colorscale = oldcolorscale;
7240 r_frame++; // used only by R_GetCurrentTexture
7242 R_ResetViewRendering3D();
7244 R_ClearScreen(r_refdef.fogenabled);
7245 if (r_timereport_active)
7246 R_TimeReport("viewclear");
7249 static void R_BlendView(void)
7251 unsigned int permutation;
7252 float uservecs[4][4];
7254 switch (vid.renderpath)
7256 case RENDERPATH_GL20:
7257 case RENDERPATH_CGGL:
7259 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7260 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7261 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7262 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7263 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7265 if (r_bloomstate.texture_screen)
7267 // make sure the buffer is available
7268 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7270 R_ResetViewRendering2D();
7271 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7272 R_Mesh_ColorPointer(NULL, 0, 0);
7274 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7276 // declare variables
7278 static float avgspeed;
7280 speed = VectorLength(cl.movement_velocity);
7282 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7283 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7285 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7286 speed = bound(0, speed, 1);
7287 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7289 // calculate values into a standard alpha
7290 cl.motionbluralpha = 1 - exp(-
7292 (r_motionblur.value * speed / 80)
7294 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7297 max(0.0001, cl.time - cl.oldtime) // fps independent
7300 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7301 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7303 if (cl.motionbluralpha > 0)
7305 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7306 GL_Color(1, 1, 1, cl.motionbluralpha);
7307 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7308 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7309 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7310 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7314 // copy view into the screen texture
7315 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);
7316 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7318 else if (!r_bloomstate.texture_bloom)
7320 // we may still have to do view tint...
7321 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7323 // apply a color tint to the whole view
7324 R_ResetViewRendering2D();
7325 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7326 R_Mesh_ColorPointer(NULL, 0, 0);
7327 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7328 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7329 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7330 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7332 break; // no screen processing, no bloom, skip it
7335 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7337 // render simple bloom effect
7338 // copy the screen and shrink it and darken it for the bloom process
7339 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7340 // make the bloom texture
7341 R_Bloom_MakeTexture();
7344 #if _MSC_VER >= 1400
7345 #define sscanf sscanf_s
7347 memset(uservecs, 0, sizeof(uservecs));
7348 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7349 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7350 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7351 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7353 R_ResetViewRendering2D();
7354 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7355 R_Mesh_ColorPointer(NULL, 0, 0);
7356 GL_Color(1, 1, 1, 1);
7357 GL_BlendFunc(GL_ONE, GL_ZERO);
7358 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7359 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7361 switch(vid.renderpath)
7363 case RENDERPATH_GL20:
7364 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7365 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7366 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7367 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7368 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]);
7369 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7370 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7371 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]);
7372 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]);
7373 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]);
7374 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]);
7375 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7376 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7378 case RENDERPATH_CGGL:
7380 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7381 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7382 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7383 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7384 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
7385 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7386 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7387 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
7388 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
7389 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
7390 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
7391 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7392 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7398 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7399 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7401 case RENDERPATH_GL13:
7402 case RENDERPATH_GL11:
7403 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7405 // apply a color tint to the whole view
7406 R_ResetViewRendering2D();
7407 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7408 R_Mesh_ColorPointer(NULL, 0, 0);
7409 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7410 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7411 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7412 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7418 matrix4x4_t r_waterscrollmatrix;
7420 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7422 if (r_refdef.fog_density)
7424 r_refdef.fogcolor[0] = r_refdef.fog_red;
7425 r_refdef.fogcolor[1] = r_refdef.fog_green;
7426 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7428 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7429 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7430 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7431 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7435 VectorCopy(r_refdef.fogcolor, fogvec);
7436 // color.rgb *= ContrastBoost * SceneBrightness;
7437 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7438 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7439 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7440 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7445 void R_UpdateVariables(void)
7449 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7451 r_refdef.farclip = r_farclip_base.value;
7452 if (r_refdef.scene.worldmodel)
7453 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7454 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7456 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7457 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7458 r_refdef.polygonfactor = 0;
7459 r_refdef.polygonoffset = 0;
7460 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7461 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7463 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7464 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7465 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7466 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7467 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7468 if (r_showsurfaces.integer)
7470 r_refdef.scene.rtworld = false;
7471 r_refdef.scene.rtworldshadows = false;
7472 r_refdef.scene.rtdlight = false;
7473 r_refdef.scene.rtdlightshadows = false;
7474 r_refdef.lightmapintensity = 0;
7477 if (gamemode == GAME_NEHAHRA)
7479 if (gl_fogenable.integer)
7481 r_refdef.oldgl_fogenable = true;
7482 r_refdef.fog_density = gl_fogdensity.value;
7483 r_refdef.fog_red = gl_fogred.value;
7484 r_refdef.fog_green = gl_foggreen.value;
7485 r_refdef.fog_blue = gl_fogblue.value;
7486 r_refdef.fog_alpha = 1;
7487 r_refdef.fog_start = 0;
7488 r_refdef.fog_end = gl_skyclip.value;
7489 r_refdef.fog_height = 1<<30;
7490 r_refdef.fog_fadedepth = 128;
7492 else if (r_refdef.oldgl_fogenable)
7494 r_refdef.oldgl_fogenable = false;
7495 r_refdef.fog_density = 0;
7496 r_refdef.fog_red = 0;
7497 r_refdef.fog_green = 0;
7498 r_refdef.fog_blue = 0;
7499 r_refdef.fog_alpha = 0;
7500 r_refdef.fog_start = 0;
7501 r_refdef.fog_end = 0;
7502 r_refdef.fog_height = 1<<30;
7503 r_refdef.fog_fadedepth = 128;
7507 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7508 r_refdef.fog_start = max(0, r_refdef.fog_start);
7509 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7511 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7513 if (r_refdef.fog_density && r_drawfog.integer)
7515 r_refdef.fogenabled = true;
7516 // this is the point where the fog reaches 0.9986 alpha, which we
7517 // consider a good enough cutoff point for the texture
7518 // (0.9986 * 256 == 255.6)
7519 if (r_fog_exp2.integer)
7520 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7522 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7523 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7524 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7525 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7526 // fog color was already set
7527 // update the fog texture
7528 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)
7529 R_BuildFogTexture();
7532 r_refdef.fogenabled = false;
7534 switch(vid.renderpath)
7536 case RENDERPATH_GL20:
7537 case RENDERPATH_CGGL:
7538 if(v_glslgamma.integer && !vid_gammatables_trivial)
7540 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7542 // build GLSL gamma texture
7543 #define RAMPWIDTH 256
7544 unsigned short ramp[RAMPWIDTH * 3];
7545 unsigned char rampbgr[RAMPWIDTH][4];
7548 r_texture_gammaramps_serial = vid_gammatables_serial;
7550 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7551 for(i = 0; i < RAMPWIDTH; ++i)
7553 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7554 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7555 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7558 if (r_texture_gammaramps)
7560 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7564 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7570 // remove GLSL gamma texture
7573 case RENDERPATH_GL13:
7574 case RENDERPATH_GL11:
7579 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7580 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7586 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7587 if( scenetype != r_currentscenetype ) {
7588 // store the old scenetype
7589 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7590 r_currentscenetype = scenetype;
7591 // move in the new scene
7592 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7601 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7603 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7604 if( scenetype == r_currentscenetype ) {
7605 return &r_refdef.scene;
7607 return &r_scenes_store[ scenetype ];
7616 void R_RenderView(void)
7618 if (r_timereport_active)
7619 R_TimeReport("start");
7620 r_frame++; // used only by R_GetCurrentTexture
7621 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7623 if (!r_drawentities.integer)
7624 r_refdef.scene.numentities = 0;
7626 R_AnimCache_ClearCache();
7627 R_FrameData_NewFrame();
7629 if (r_refdef.view.isoverlay)
7631 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7632 GL_Clear( GL_DEPTH_BUFFER_BIT );
7633 R_TimeReport("depthclear");
7635 r_refdef.view.showdebug = false;
7637 r_waterstate.enabled = false;
7638 r_waterstate.numwaterplanes = 0;
7646 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7647 return; //Host_Error ("R_RenderView: NULL worldmodel");
7649 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7651 // break apart the view matrix into vectors for various purposes
7652 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7653 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7654 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7655 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7656 // make an inverted copy of the view matrix for tracking sprites
7657 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7659 R_Shadow_UpdateWorldLightSelection();
7661 R_Bloom_StartFrame();
7662 R_Water_StartFrame();
7665 if (r_timereport_active)
7666 R_TimeReport("viewsetup");
7668 R_ResetViewRendering3D();
7670 if (r_refdef.view.clear || r_refdef.fogenabled)
7672 R_ClearScreen(r_refdef.fogenabled);
7673 if (r_timereport_active)
7674 R_TimeReport("viewclear");
7676 r_refdef.view.clear = true;
7678 // this produces a bloom texture to be used in R_BlendView() later
7679 if (r_hdr.integer && r_bloomstate.bloomwidth)
7680 R_HDR_RenderBloomTexture();
7682 r_refdef.view.showdebug = true;
7685 if (r_timereport_active)
7686 R_TimeReport("visibility");
7688 r_waterstate.numwaterplanes = 0;
7689 if (r_waterstate.enabled)
7690 R_RenderWaterPlanes();
7693 r_waterstate.numwaterplanes = 0;
7696 if (r_timereport_active)
7697 R_TimeReport("blendview");
7699 GL_Scissor(0, 0, vid.width, vid.height);
7700 GL_ScissorTest(false);
7704 void R_RenderWaterPlanes(void)
7706 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7708 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7709 if (r_timereport_active)
7710 R_TimeReport("waterworld");
7713 // don't let sound skip if going slow
7714 if (r_refdef.scene.extraupdate)
7717 R_DrawModelsAddWaterPlanes();
7718 if (r_timereport_active)
7719 R_TimeReport("watermodels");
7721 if (r_waterstate.numwaterplanes)
7723 R_Water_ProcessPlanes();
7724 if (r_timereport_active)
7725 R_TimeReport("waterscenes");
7729 extern void R_DrawLightningBeams (void);
7730 extern void VM_CL_AddPolygonsToMeshQueue (void);
7731 extern void R_DrawPortals (void);
7732 extern cvar_t cl_locs_show;
7733 static void R_DrawLocs(void);
7734 static void R_DrawEntityBBoxes(void);
7735 static void R_DrawModelDecals(void);
7736 extern cvar_t cl_decals_newsystem;
7737 extern qboolean r_shadow_usingdeferredprepass;
7738 void R_RenderScene(void)
7740 r_refdef.stats.renders++;
7744 // don't let sound skip if going slow
7745 if (r_refdef.scene.extraupdate)
7748 R_MeshQueue_BeginScene();
7752 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);
7754 if (cl.csqc_vidvars.drawworld)
7756 // don't let sound skip if going slow
7757 if (r_refdef.scene.extraupdate)
7760 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7762 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7763 if (r_timereport_active)
7764 R_TimeReport("worldsky");
7767 if (R_DrawBrushModelsSky() && r_timereport_active)
7768 R_TimeReport("bmodelsky");
7770 if (skyrendermasked && skyrenderlater)
7772 // we have to force off the water clipping plane while rendering sky
7776 if (r_timereport_active)
7777 R_TimeReport("sky");
7781 R_AnimCache_CacheVisibleEntities();
7782 if (r_timereport_active)
7783 R_TimeReport("animation");
7785 R_Shadow_PrepareLights();
7786 if (r_timereport_active)
7787 R_TimeReport("preparelights");
7789 if (r_shadow_usingdeferredprepass)
7790 R_Shadow_DrawPrepass();
7792 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7794 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7795 if (r_timereport_active)
7796 R_TimeReport("worlddepth");
7798 if (r_depthfirst.integer >= 2)
7800 R_DrawModelsDepth();
7801 if (r_timereport_active)
7802 R_TimeReport("modeldepth");
7805 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7807 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7808 if (r_timereport_active)
7809 R_TimeReport("world");
7812 // don't let sound skip if going slow
7813 if (r_refdef.scene.extraupdate)
7817 if (r_timereport_active)
7818 R_TimeReport("models");
7820 // don't let sound skip if going slow
7821 if (r_refdef.scene.extraupdate)
7824 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7826 R_DrawModelShadows();
7827 R_ResetViewRendering3D();
7828 // don't let sound skip if going slow
7829 if (r_refdef.scene.extraupdate)
7833 if (!r_shadow_usingdeferredprepass)
7835 R_Shadow_DrawLights();
7836 if (r_timereport_active)
7837 R_TimeReport("rtlights");
7840 // don't let sound skip if going slow
7841 if (r_refdef.scene.extraupdate)
7844 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7846 R_DrawModelShadows();
7847 R_ResetViewRendering3D();
7848 // don't let sound skip if going slow
7849 if (r_refdef.scene.extraupdate)
7853 if (cl.csqc_vidvars.drawworld)
7855 if (cl_decals_newsystem.integer)
7857 R_DrawModelDecals();
7858 if (r_timereport_active)
7859 R_TimeReport("modeldecals");
7864 if (r_timereport_active)
7865 R_TimeReport("decals");
7869 if (r_timereport_active)
7870 R_TimeReport("particles");
7873 if (r_timereport_active)
7874 R_TimeReport("explosions");
7876 R_DrawLightningBeams();
7877 if (r_timereport_active)
7878 R_TimeReport("lightning");
7881 VM_CL_AddPolygonsToMeshQueue();
7883 if (r_refdef.view.showdebug)
7885 if (cl_locs_show.integer)
7888 if (r_timereport_active)
7889 R_TimeReport("showlocs");
7892 if (r_drawportals.integer)
7895 if (r_timereport_active)
7896 R_TimeReport("portals");
7899 if (r_showbboxes.value > 0)
7901 R_DrawEntityBBoxes();
7902 if (r_timereport_active)
7903 R_TimeReport("bboxes");
7907 R_MeshQueue_RenderTransparent();
7908 if (r_timereport_active)
7909 R_TimeReport("drawtrans");
7911 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))
7913 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7914 if (r_timereport_active)
7915 R_TimeReport("worlddebug");
7916 R_DrawModelsDebug();
7917 if (r_timereport_active)
7918 R_TimeReport("modeldebug");
7921 if (cl.csqc_vidvars.drawworld)
7923 R_Shadow_DrawCoronas();
7924 if (r_timereport_active)
7925 R_TimeReport("coronas");
7928 // don't let sound skip if going slow
7929 if (r_refdef.scene.extraupdate)
7932 R_ResetViewRendering2D();
7935 static const unsigned short bboxelements[36] =
7945 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7948 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7950 RSurf_ActiveWorldEntity();
7952 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7953 GL_DepthMask(false);
7954 GL_DepthRange(0, 1);
7955 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7956 R_Mesh_ResetTextureState();
7958 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7959 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7960 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7961 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7962 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7963 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7964 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7965 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7966 R_FillColors(color4f, 8, cr, cg, cb, ca);
7967 if (r_refdef.fogenabled)
7969 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7971 f1 = RSurf_FogVertex(v);
7973 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7974 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7975 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7978 R_Mesh_VertexPointer(vertex3f, 0, 0);
7979 R_Mesh_ColorPointer(color4f, 0, 0);
7980 R_Mesh_ResetTextureState();
7981 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7982 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
7985 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7989 prvm_edict_t *edict;
7990 prvm_prog_t *prog_save = prog;
7992 // this function draws bounding boxes of server entities
7996 GL_CullFace(GL_NONE);
7997 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8001 for (i = 0;i < numsurfaces;i++)
8003 edict = PRVM_EDICT_NUM(surfacelist[i]);
8004 switch ((int)edict->fields.server->solid)
8006 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8007 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8008 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8009 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8010 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8011 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8013 color[3] *= r_showbboxes.value;
8014 color[3] = bound(0, color[3], 1);
8015 GL_DepthTest(!r_showdisabledepthtest.integer);
8016 GL_CullFace(r_refdef.view.cullface_front);
8017 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8023 static void R_DrawEntityBBoxes(void)
8026 prvm_edict_t *edict;
8028 prvm_prog_t *prog_save = prog;
8030 // this function draws bounding boxes of server entities
8036 for (i = 0;i < prog->num_edicts;i++)
8038 edict = PRVM_EDICT_NUM(i);
8039 if (edict->priv.server->free)
8041 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8042 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8044 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8046 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8047 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8053 static const int nomodelelement3i[24] =
8065 static const unsigned short nomodelelement3s[24] =
8077 static const float nomodelvertex3f[6*3] =
8087 static const float nomodelcolor4f[6*4] =
8089 0.0f, 0.0f, 0.5f, 1.0f,
8090 0.0f, 0.0f, 0.5f, 1.0f,
8091 0.0f, 0.5f, 0.0f, 1.0f,
8092 0.0f, 0.5f, 0.0f, 1.0f,
8093 0.5f, 0.0f, 0.0f, 1.0f,
8094 0.5f, 0.0f, 0.0f, 1.0f
8097 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8103 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);
8105 // this is only called once per entity so numsurfaces is always 1, and
8106 // surfacelist is always {0}, so this code does not handle batches
8108 if (rsurface.ent_flags & RENDER_ADDITIVE)
8110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8111 GL_DepthMask(false);
8113 else if (rsurface.colormod[3] < 1)
8115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8116 GL_DepthMask(false);
8120 GL_BlendFunc(GL_ONE, GL_ZERO);
8123 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8124 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8125 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8126 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8127 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8128 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8129 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8130 R_Mesh_ColorPointer(color4f, 0, 0);
8131 for (i = 0, c = color4f;i < 6;i++, c += 4)
8133 c[0] *= rsurface.colormod[0];
8134 c[1] *= rsurface.colormod[1];
8135 c[2] *= rsurface.colormod[2];
8136 c[3] *= rsurface.colormod[3];
8138 if (r_refdef.fogenabled)
8140 for (i = 0, c = color4f;i < 6;i++, c += 4)
8142 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8144 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8145 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8146 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8149 R_Mesh_ResetTextureState();
8150 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8153 void R_DrawNoModel(entity_render_t *ent)
8156 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8157 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8158 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8160 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8163 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8165 vec3_t right1, right2, diff, normal;
8167 VectorSubtract (org2, org1, normal);
8169 // calculate 'right' vector for start
8170 VectorSubtract (r_refdef.view.origin, org1, diff);
8171 CrossProduct (normal, diff, right1);
8172 VectorNormalize (right1);
8174 // calculate 'right' vector for end
8175 VectorSubtract (r_refdef.view.origin, org2, diff);
8176 CrossProduct (normal, diff, right2);
8177 VectorNormalize (right2);
8179 vert[ 0] = org1[0] + width * right1[0];
8180 vert[ 1] = org1[1] + width * right1[1];
8181 vert[ 2] = org1[2] + width * right1[2];
8182 vert[ 3] = org1[0] - width * right1[0];
8183 vert[ 4] = org1[1] - width * right1[1];
8184 vert[ 5] = org1[2] - width * right1[2];
8185 vert[ 6] = org2[0] - width * right2[0];
8186 vert[ 7] = org2[1] - width * right2[1];
8187 vert[ 8] = org2[2] - width * right2[2];
8188 vert[ 9] = org2[0] + width * right2[0];
8189 vert[10] = org2[1] + width * right2[1];
8190 vert[11] = org2[2] + width * right2[2];
8193 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)
8195 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8196 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8197 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8198 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8199 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8200 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8201 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8202 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8203 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8204 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8205 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8206 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8209 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8214 VectorSet(v, x, y, z);
8215 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8216 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8218 if (i == mesh->numvertices)
8220 if (mesh->numvertices < mesh->maxvertices)
8222 VectorCopy(v, vertex3f);
8223 mesh->numvertices++;
8225 return mesh->numvertices;
8231 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8235 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8236 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8237 e = mesh->element3i + mesh->numtriangles * 3;
8238 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8240 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8241 if (mesh->numtriangles < mesh->maxtriangles)
8246 mesh->numtriangles++;
8248 element[1] = element[2];
8252 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8256 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8257 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8258 e = mesh->element3i + mesh->numtriangles * 3;
8259 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8261 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8262 if (mesh->numtriangles < mesh->maxtriangles)
8267 mesh->numtriangles++;
8269 element[1] = element[2];
8273 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8274 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8276 int planenum, planenum2;
8279 mplane_t *plane, *plane2;
8281 double temppoints[2][256*3];
8282 // figure out how large a bounding box we need to properly compute this brush
8284 for (w = 0;w < numplanes;w++)
8285 maxdist = max(maxdist, fabs(planes[w].dist));
8286 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8287 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8288 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8292 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8293 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8295 if (planenum2 == planenum)
8297 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);
8300 if (tempnumpoints < 3)
8302 // generate elements forming a triangle fan for this polygon
8303 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8307 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)
8309 texturelayer_t *layer;
8310 layer = t->currentlayers + t->currentnumlayers++;
8312 layer->depthmask = depthmask;
8313 layer->blendfunc1 = blendfunc1;
8314 layer->blendfunc2 = blendfunc2;
8315 layer->texture = texture;
8316 layer->texmatrix = *matrix;
8317 layer->color[0] = r;
8318 layer->color[1] = g;
8319 layer->color[2] = b;
8320 layer->color[3] = a;
8323 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8326 index = parms[2] + r_refdef.scene.time * parms[3];
8327 index -= floor(index);
8331 case Q3WAVEFUNC_NONE:
8332 case Q3WAVEFUNC_NOISE:
8333 case Q3WAVEFUNC_COUNT:
8336 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8337 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8338 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8339 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8340 case Q3WAVEFUNC_TRIANGLE:
8342 f = index - floor(index);
8353 return (float)(parms[0] + parms[1] * f);
8356 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8361 matrix4x4_t matrix, temp;
8362 switch(tcmod->tcmod)
8366 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8367 matrix = r_waterscrollmatrix;
8369 matrix = identitymatrix;
8371 case Q3TCMOD_ENTITYTRANSLATE:
8372 // this is used in Q3 to allow the gamecode to control texcoord
8373 // scrolling on the entity, which is not supported in darkplaces yet.
8374 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8376 case Q3TCMOD_ROTATE:
8377 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8378 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8379 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8382 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8384 case Q3TCMOD_SCROLL:
8385 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8387 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8388 w = (int) tcmod->parms[0];
8389 h = (int) tcmod->parms[1];
8390 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8392 idx = (int) floor(f * w * h);
8393 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8395 case Q3TCMOD_STRETCH:
8396 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8397 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8399 case Q3TCMOD_TRANSFORM:
8400 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8401 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8402 VectorSet(tcmat + 6, 0 , 0 , 1);
8403 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8404 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8406 case Q3TCMOD_TURBULENT:
8407 // this is handled in the RSurf_PrepareVertices function
8408 matrix = identitymatrix;
8412 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8415 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8417 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8418 char name[MAX_QPATH];
8419 skinframe_t *skinframe;
8420 unsigned char pixels[296*194];
8421 strlcpy(cache->name, skinname, sizeof(cache->name));
8422 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8423 if (developer_loading.integer)
8424 Con_Printf("loading %s\n", name);
8425 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8426 if (!skinframe || !skinframe->base)
8429 fs_offset_t filesize;
8431 f = FS_LoadFile(name, tempmempool, true, &filesize);
8434 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8435 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8439 cache->skinframe = skinframe;
8442 texture_t *R_GetCurrentTexture(texture_t *t)
8445 const entity_render_t *ent = rsurface.entity;
8446 dp_model_t *model = ent->model;
8447 q3shaderinfo_layer_tcmod_t *tcmod;
8449 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
8450 return t->currentframe;
8451 t->update_lastrenderframe = r_frame;
8452 t->update_lastrenderentity = (void *)ent;
8454 // switch to an alternate material if this is a q1bsp animated material
8456 texture_t *texture = t;
8457 int s = rsurface.ent_skinnum;
8458 if ((unsigned int)s >= (unsigned int)model->numskins)
8460 if (model->skinscenes)
8462 if (model->skinscenes[s].framecount > 1)
8463 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8465 s = model->skinscenes[s].firstframe;
8468 t = t + s * model->num_surfaces;
8471 // use an alternate animation if the entity's frame is not 0,
8472 // and only if the texture has an alternate animation
8473 if (rsurface.ent_alttextures && t->anim_total[1])
8474 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8476 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8478 texture->currentframe = t;
8481 // update currentskinframe to be a qw skin or animation frame
8482 if (rsurface.ent_qwskin >= 0)
8484 i = rsurface.ent_qwskin;
8485 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8487 r_qwskincache_size = cl.maxclients;
8489 Mem_Free(r_qwskincache);
8490 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8492 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8493 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8494 t->currentskinframe = r_qwskincache[i].skinframe;
8495 if (t->currentskinframe == NULL)
8496 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8498 else if (t->numskinframes >= 2)
8499 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8500 if (t->backgroundnumskinframes >= 2)
8501 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8503 t->currentmaterialflags = t->basematerialflags;
8504 t->currentalpha = rsurface.colormod[3];
8505 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8506 t->currentalpha *= r_wateralpha.value;
8507 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8508 t->currentalpha *= t->r_water_wateralpha;
8509 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8510 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8511 if (!(rsurface.ent_flags & RENDER_LIGHT))
8512 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8513 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8515 // pick a model lighting mode
8516 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8517 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8519 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8521 if (rsurface.ent_flags & RENDER_ADDITIVE)
8522 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8523 else if (t->currentalpha < 1)
8524 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8525 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8526 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8527 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8528 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8529 if (t->backgroundnumskinframes)
8530 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8531 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8533 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8534 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8537 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8538 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8539 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8541 // there is no tcmod
8542 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8544 t->currenttexmatrix = r_waterscrollmatrix;
8545 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8547 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8549 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8550 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8553 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8554 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8555 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8556 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8558 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8559 if (t->currentskinframe->qpixels)
8560 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8561 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8562 if (!t->basetexture)
8563 t->basetexture = r_texture_notexture;
8564 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8565 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8566 t->nmaptexture = t->currentskinframe->nmap;
8567 if (!t->nmaptexture)
8568 t->nmaptexture = r_texture_blanknormalmap;
8569 t->glosstexture = r_texture_black;
8570 t->glowtexture = t->currentskinframe->glow;
8571 t->fogtexture = t->currentskinframe->fog;
8572 if (t->backgroundnumskinframes)
8574 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8575 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8576 t->backgroundglosstexture = r_texture_black;
8577 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8578 if (!t->backgroundnmaptexture)
8579 t->backgroundnmaptexture = r_texture_blanknormalmap;
8583 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8584 t->backgroundnmaptexture = r_texture_blanknormalmap;
8585 t->backgroundglosstexture = r_texture_black;
8586 t->backgroundglowtexture = NULL;
8588 t->specularpower = r_shadow_glossexponent.value;
8589 // TODO: store reference values for these in the texture?
8590 t->specularscale = 0;
8591 if (r_shadow_gloss.integer > 0)
8593 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8595 if (r_shadow_glossintensity.value > 0)
8597 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8598 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8599 t->specularscale = r_shadow_glossintensity.value;
8602 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8604 t->glosstexture = r_texture_white;
8605 t->backgroundglosstexture = r_texture_white;
8606 t->specularscale = r_shadow_gloss2intensity.value;
8607 t->specularpower = r_shadow_gloss2exponent.value;
8610 t->specularscale *= t->specularscalemod;
8611 t->specularpower *= t->specularpowermod;
8613 // lightmaps mode looks bad with dlights using actual texturing, so turn
8614 // off the colormap and glossmap, but leave the normalmap on as it still
8615 // accurately represents the shading involved
8616 if (gl_lightmaps.integer)
8618 t->basetexture = r_texture_grey128;
8619 t->pantstexture = r_texture_black;
8620 t->shirttexture = r_texture_black;
8621 t->nmaptexture = r_texture_blanknormalmap;
8622 t->glosstexture = r_texture_black;
8623 t->glowtexture = NULL;
8624 t->fogtexture = NULL;
8625 t->backgroundbasetexture = NULL;
8626 t->backgroundnmaptexture = r_texture_blanknormalmap;
8627 t->backgroundglosstexture = r_texture_black;
8628 t->backgroundglowtexture = NULL;
8629 t->specularscale = 0;
8630 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8633 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8634 VectorClear(t->dlightcolor);
8635 t->currentnumlayers = 0;
8636 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8638 int blendfunc1, blendfunc2;
8640 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8642 blendfunc1 = GL_SRC_ALPHA;
8643 blendfunc2 = GL_ONE;
8645 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8647 blendfunc1 = GL_SRC_ALPHA;
8648 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8650 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8652 blendfunc1 = t->customblendfunc[0];
8653 blendfunc2 = t->customblendfunc[1];
8657 blendfunc1 = GL_ONE;
8658 blendfunc2 = GL_ZERO;
8660 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8661 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8663 // fullbright is not affected by r_refdef.lightmapintensity
8664 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]);
8665 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8666 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]);
8667 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8668 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]);
8672 vec3_t ambientcolor;
8674 // set the color tint used for lights affecting this surface
8675 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8677 // q3bsp has no lightmap updates, so the lightstylevalue that
8678 // would normally be baked into the lightmap must be
8679 // applied to the color
8680 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8681 if (model->type == mod_brushq3)
8682 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8683 colorscale *= r_refdef.lightmapintensity;
8684 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8685 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8686 // basic lit geometry
8687 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]);
8688 // add pants/shirt if needed
8689 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8690 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]);
8691 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8692 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]);
8693 // now add ambient passes if needed
8694 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8696 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]);
8697 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8698 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]);
8699 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8700 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]);
8703 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8704 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]);
8705 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8707 // if this is opaque use alpha blend which will darken the earlier
8710 // if this is an alpha blended material, all the earlier passes
8711 // were darkened by fog already, so we only need to add the fog
8712 // color ontop through the fog mask texture
8714 // if this is an additive blended material, all the earlier passes
8715 // were darkened by fog already, and we should not add fog color
8716 // (because the background was not darkened, there is no fog color
8717 // that was lost behind it).
8718 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]);
8722 return t->currentframe;
8725 rsurfacestate_t rsurface;
8727 void R_Mesh_ResizeArrays(int newvertices)
8730 if (rsurface.array_size >= newvertices)
8732 if (rsurface.array_modelvertex3f)
8733 Mem_Free(rsurface.array_modelvertex3f);
8734 rsurface.array_size = (newvertices + 1023) & ~1023;
8735 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8736 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8737 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8738 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8739 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8740 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8741 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8742 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8743 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8744 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8745 rsurface.array_color4f = base + rsurface.array_size * 27;
8746 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8749 void RSurf_ActiveWorldEntity(void)
8751 dp_model_t *model = r_refdef.scene.worldmodel;
8752 //if (rsurface.entity == r_refdef.scene.worldentity)
8754 rsurface.entity = r_refdef.scene.worldentity;
8755 rsurface.skeleton = NULL;
8756 rsurface.ent_skinnum = 0;
8757 rsurface.ent_qwskin = -1;
8758 rsurface.ent_shadertime = 0;
8759 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8760 if (rsurface.array_size < model->surfmesh.num_vertices)
8761 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8762 rsurface.matrix = identitymatrix;
8763 rsurface.inversematrix = identitymatrix;
8764 rsurface.matrixscale = 1;
8765 rsurface.inversematrixscale = 1;
8766 R_EntityMatrix(&identitymatrix);
8767 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8768 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8769 rsurface.fograngerecip = r_refdef.fograngerecip;
8770 rsurface.fogheightfade = r_refdef.fogheightfade;
8771 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8772 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8773 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8774 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8775 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8776 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8777 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8778 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8779 rsurface.colormod[3] = 1;
8780 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);
8781 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8782 rsurface.frameblend[0].lerp = 1;
8783 rsurface.ent_alttextures = false;
8784 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8785 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8786 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8787 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8788 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8789 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8790 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8791 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8792 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8793 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8794 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8795 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8796 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8797 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8798 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8799 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8800 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8801 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8802 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8803 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8804 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8805 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8806 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8807 rsurface.modelelement3i = model->surfmesh.data_element3i;
8808 rsurface.modelelement3s = model->surfmesh.data_element3s;
8809 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8810 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8811 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8812 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8813 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8814 rsurface.modelsurfaces = model->data_surfaces;
8815 rsurface.generatedvertex = false;
8816 rsurface.vertex3f = rsurface.modelvertex3f;
8817 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8818 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8819 rsurface.svector3f = rsurface.modelsvector3f;
8820 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8821 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8822 rsurface.tvector3f = rsurface.modeltvector3f;
8823 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8824 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8825 rsurface.normal3f = rsurface.modelnormal3f;
8826 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8827 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8828 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8831 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8833 dp_model_t *model = ent->model;
8834 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8836 rsurface.entity = (entity_render_t *)ent;
8837 rsurface.skeleton = ent->skeleton;
8838 rsurface.ent_skinnum = ent->skinnum;
8839 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;
8840 rsurface.ent_shadertime = ent->shadertime;
8841 rsurface.ent_flags = ent->flags;
8842 if (rsurface.array_size < model->surfmesh.num_vertices)
8843 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8844 rsurface.matrix = ent->matrix;
8845 rsurface.inversematrix = ent->inversematrix;
8846 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8847 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8848 R_EntityMatrix(&rsurface.matrix);
8849 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8850 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8851 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8852 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8853 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8854 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8855 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8856 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8857 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8858 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8859 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8860 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8861 rsurface.colormod[3] = ent->alpha;
8862 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8863 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8864 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8865 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8866 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8867 if (ent->model->brush.submodel && !prepass)
8869 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8870 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8872 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8874 if (ent->animcache_vertex3f && !r_framedata_failed)
8876 rsurface.modelvertex3f = ent->animcache_vertex3f;
8877 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8878 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8879 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8881 else if (wanttangents)
8883 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8884 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
8885 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
8886 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8887 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
8889 else if (wantnormals)
8891 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8892 rsurface.modelsvector3f = NULL;
8893 rsurface.modeltvector3f = NULL;
8894 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8895 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
8899 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8900 rsurface.modelsvector3f = NULL;
8901 rsurface.modeltvector3f = NULL;
8902 rsurface.modelnormal3f = NULL;
8903 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
8905 rsurface.modelvertex3f_bufferobject = 0;
8906 rsurface.modelvertex3f_bufferoffset = 0;
8907 rsurface.modelsvector3f_bufferobject = 0;
8908 rsurface.modelsvector3f_bufferoffset = 0;
8909 rsurface.modeltvector3f_bufferobject = 0;
8910 rsurface.modeltvector3f_bufferoffset = 0;
8911 rsurface.modelnormal3f_bufferobject = 0;
8912 rsurface.modelnormal3f_bufferoffset = 0;
8913 rsurface.generatedvertex = true;
8917 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8918 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8919 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8920 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8921 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8922 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8923 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8924 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8925 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8926 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8927 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8928 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8929 rsurface.generatedvertex = false;
8931 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8932 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8933 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8934 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8935 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8936 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8937 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8938 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8939 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8940 rsurface.modelelement3i = model->surfmesh.data_element3i;
8941 rsurface.modelelement3s = model->surfmesh.data_element3s;
8942 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8943 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8944 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8945 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8946 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8947 rsurface.modelsurfaces = model->data_surfaces;
8948 rsurface.vertex3f = rsurface.modelvertex3f;
8949 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8950 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8951 rsurface.svector3f = rsurface.modelsvector3f;
8952 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8953 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8954 rsurface.tvector3f = rsurface.modeltvector3f;
8955 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8956 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8957 rsurface.normal3f = rsurface.modelnormal3f;
8958 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8959 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8960 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8963 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)
8965 rsurface.entity = r_refdef.scene.worldentity;
8966 rsurface.skeleton = NULL;
8967 rsurface.ent_skinnum = 0;
8968 rsurface.ent_qwskin = -1;
8969 rsurface.ent_shadertime = shadertime;
8970 rsurface.ent_flags = entflags;
8971 rsurface.modelnum_vertices = numvertices;
8972 rsurface.modelnum_triangles = numtriangles;
8973 if (rsurface.array_size < rsurface.modelnum_vertices)
8974 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
8975 rsurface.matrix = *matrix;
8976 rsurface.inversematrix = *inversematrix;
8977 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8978 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8979 R_EntityMatrix(&rsurface.matrix);
8980 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8981 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8982 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8983 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8984 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8985 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8986 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8987 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8988 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8989 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8990 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8991 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8992 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);
8993 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8994 rsurface.frameblend[0].lerp = 1;
8995 rsurface.ent_alttextures = false;
8996 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8997 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9000 rsurface.modelvertex3f = vertex3f;
9001 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9002 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9003 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9005 else if (wantnormals)
9007 rsurface.modelvertex3f = vertex3f;
9008 rsurface.modelsvector3f = NULL;
9009 rsurface.modeltvector3f = NULL;
9010 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9014 rsurface.modelvertex3f = vertex3f;
9015 rsurface.modelsvector3f = NULL;
9016 rsurface.modeltvector3f = NULL;
9017 rsurface.modelnormal3f = NULL;
9019 rsurface.modelvertex3f_bufferobject = 0;
9020 rsurface.modelvertex3f_bufferoffset = 0;
9021 rsurface.modelsvector3f_bufferobject = 0;
9022 rsurface.modelsvector3f_bufferoffset = 0;
9023 rsurface.modeltvector3f_bufferobject = 0;
9024 rsurface.modeltvector3f_bufferoffset = 0;
9025 rsurface.modelnormal3f_bufferobject = 0;
9026 rsurface.modelnormal3f_bufferoffset = 0;
9027 rsurface.generatedvertex = true;
9028 rsurface.modellightmapcolor4f = color4f;
9029 rsurface.modellightmapcolor4f_bufferobject = 0;
9030 rsurface.modellightmapcolor4f_bufferoffset = 0;
9031 rsurface.modeltexcoordtexture2f = texcoord2f;
9032 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9033 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9034 rsurface.modeltexcoordlightmap2f = NULL;
9035 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9036 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9037 rsurface.modelelement3i = element3i;
9038 rsurface.modelelement3s = element3s;
9039 rsurface.modelelement3i_bufferobject = 0;
9040 rsurface.modelelement3s_bufferobject = 0;
9041 rsurface.modellightmapoffsets = NULL;
9042 rsurface.modelsurfaces = NULL;
9043 rsurface.vertex3f = rsurface.modelvertex3f;
9044 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9045 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9046 rsurface.svector3f = rsurface.modelsvector3f;
9047 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9048 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9049 rsurface.tvector3f = rsurface.modeltvector3f;
9050 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9051 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9052 rsurface.normal3f = rsurface.modelnormal3f;
9053 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9054 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9055 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9057 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9059 if ((wantnormals || wanttangents) && !normal3f)
9060 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9061 if (wanttangents && !svector3f)
9062 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9066 float RSurf_FogPoint(const float *v)
9068 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9069 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9070 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9071 float FogHeightFade = r_refdef.fogheightfade;
9073 unsigned int fogmasktableindex;
9074 if (r_refdef.fogplaneviewabove)
9075 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9077 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9078 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9079 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9082 float RSurf_FogVertex(const float *v)
9084 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9085 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9086 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9087 float FogHeightFade = rsurface.fogheightfade;
9089 unsigned int fogmasktableindex;
9090 if (r_refdef.fogplaneviewabove)
9091 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9093 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9094 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9095 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9098 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9099 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9102 int texturesurfaceindex;
9107 const float *v1, *in_tc;
9109 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9111 q3shaderinfo_deform_t *deform;
9112 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9113 if (rsurface.generatedvertex)
9115 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9116 generatenormals = true;
9117 for (i = 0;i < Q3MAXDEFORMS;i++)
9119 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9121 generatetangents = true;
9122 generatenormals = true;
9124 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9125 generatenormals = true;
9127 if (generatenormals && !rsurface.modelnormal3f)
9129 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9130 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9131 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9132 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9134 if (generatetangents && !rsurface.modelsvector3f)
9136 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9137 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9138 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9139 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9140 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9141 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9142 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9145 rsurface.vertex3f = rsurface.modelvertex3f;
9146 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9147 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9148 rsurface.svector3f = rsurface.modelsvector3f;
9149 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9150 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9151 rsurface.tvector3f = rsurface.modeltvector3f;
9152 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9153 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9154 rsurface.normal3f = rsurface.modelnormal3f;
9155 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9156 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9157 // if vertices are deformed (sprite flares and things in maps, possibly
9158 // water waves, bulges and other deformations), generate them into
9159 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9160 // (may be static model data or generated data for an animated model, or
9161 // the previous deform pass)
9162 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9164 switch (deform->deform)
9167 case Q3DEFORM_PROJECTIONSHADOW:
9168 case Q3DEFORM_TEXT0:
9169 case Q3DEFORM_TEXT1:
9170 case Q3DEFORM_TEXT2:
9171 case Q3DEFORM_TEXT3:
9172 case Q3DEFORM_TEXT4:
9173 case Q3DEFORM_TEXT5:
9174 case Q3DEFORM_TEXT6:
9175 case Q3DEFORM_TEXT7:
9178 case Q3DEFORM_AUTOSPRITE:
9179 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9180 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9182 VectorNormalize(newforward);
9183 VectorNormalize(newright);
9184 VectorNormalize(newup);
9185 // make deformed versions of only the model vertices used by the specified surfaces
9186 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9188 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9189 // a single autosprite surface can contain multiple sprites...
9190 for (j = 0;j < surface->num_vertices - 3;j += 4)
9192 VectorClear(center);
9193 for (i = 0;i < 4;i++)
9194 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9195 VectorScale(center, 0.25f, center);
9196 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9197 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9198 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9199 for (i = 0;i < 4;i++)
9201 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9202 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9205 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9206 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9208 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9209 rsurface.vertex3f_bufferobject = 0;
9210 rsurface.vertex3f_bufferoffset = 0;
9211 rsurface.svector3f = rsurface.array_deformedsvector3f;
9212 rsurface.svector3f_bufferobject = 0;
9213 rsurface.svector3f_bufferoffset = 0;
9214 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9215 rsurface.tvector3f_bufferobject = 0;
9216 rsurface.tvector3f_bufferoffset = 0;
9217 rsurface.normal3f = rsurface.array_deformednormal3f;
9218 rsurface.normal3f_bufferobject = 0;
9219 rsurface.normal3f_bufferoffset = 0;
9221 case Q3DEFORM_AUTOSPRITE2:
9222 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9223 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9224 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9225 VectorNormalize(newforward);
9226 VectorNormalize(newright);
9227 VectorNormalize(newup);
9228 // make deformed versions of only the model vertices used by the specified surfaces
9229 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9231 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9232 const float *v1, *v2;
9242 memset(shortest, 0, sizeof(shortest));
9243 // a single autosprite surface can contain multiple sprites...
9244 for (j = 0;j < surface->num_vertices - 3;j += 4)
9246 VectorClear(center);
9247 for (i = 0;i < 4;i++)
9248 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9249 VectorScale(center, 0.25f, center);
9250 // find the two shortest edges, then use them to define the
9251 // axis vectors for rotating around the central axis
9252 for (i = 0;i < 6;i++)
9254 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9255 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9257 Debug_PolygonBegin(NULL, 0);
9258 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9259 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9260 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9263 l = VectorDistance2(v1, v2);
9264 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9266 l += (1.0f / 1024.0f);
9267 if (shortest[0].length2 > l || i == 0)
9269 shortest[1] = shortest[0];
9270 shortest[0].length2 = l;
9271 shortest[0].v1 = v1;
9272 shortest[0].v2 = v2;
9274 else if (shortest[1].length2 > l || i == 1)
9276 shortest[1].length2 = l;
9277 shortest[1].v1 = v1;
9278 shortest[1].v2 = v2;
9281 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9282 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9284 Debug_PolygonBegin(NULL, 0);
9285 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9286 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9287 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9290 // this calculates the right vector from the shortest edge
9291 // and the up vector from the edge midpoints
9292 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9293 VectorNormalize(right);
9294 VectorSubtract(end, start, up);
9295 VectorNormalize(up);
9296 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9297 VectorSubtract(rsurface.localvieworigin, center, forward);
9298 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9299 VectorNegate(forward, forward);
9300 VectorReflect(forward, 0, up, forward);
9301 VectorNormalize(forward);
9302 CrossProduct(up, forward, newright);
9303 VectorNormalize(newright);
9305 Debug_PolygonBegin(NULL, 0);
9306 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9307 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9308 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9312 Debug_PolygonBegin(NULL, 0);
9313 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9314 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9315 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9318 // rotate the quad around the up axis vector, this is made
9319 // especially easy by the fact we know the quad is flat,
9320 // so we only have to subtract the center position and
9321 // measure distance along the right vector, and then
9322 // multiply that by the newright vector and add back the
9324 // we also need to subtract the old position to undo the
9325 // displacement from the center, which we do with a
9326 // DotProduct, the subtraction/addition of center is also
9327 // optimized into DotProducts here
9328 l = DotProduct(right, center);
9329 for (i = 0;i < 4;i++)
9331 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9332 f = DotProduct(right, v1) - l;
9333 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9336 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9337 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9339 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9340 rsurface.vertex3f_bufferobject = 0;
9341 rsurface.vertex3f_bufferoffset = 0;
9342 rsurface.svector3f = rsurface.array_deformedsvector3f;
9343 rsurface.svector3f_bufferobject = 0;
9344 rsurface.svector3f_bufferoffset = 0;
9345 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9346 rsurface.tvector3f_bufferobject = 0;
9347 rsurface.tvector3f_bufferoffset = 0;
9348 rsurface.normal3f = rsurface.array_deformednormal3f;
9349 rsurface.normal3f_bufferobject = 0;
9350 rsurface.normal3f_bufferoffset = 0;
9352 case Q3DEFORM_NORMAL:
9353 // deform the normals to make reflections wavey
9354 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9356 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9357 for (j = 0;j < surface->num_vertices;j++)
9360 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9361 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9362 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9363 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9364 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9365 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9366 VectorNormalize(normal);
9368 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9370 rsurface.svector3f = rsurface.array_deformedsvector3f;
9371 rsurface.svector3f_bufferobject = 0;
9372 rsurface.svector3f_bufferoffset = 0;
9373 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9374 rsurface.tvector3f_bufferobject = 0;
9375 rsurface.tvector3f_bufferoffset = 0;
9376 rsurface.normal3f = rsurface.array_deformednormal3f;
9377 rsurface.normal3f_bufferobject = 0;
9378 rsurface.normal3f_bufferoffset = 0;
9381 // deform vertex array to make wavey water and flags and such
9382 waveparms[0] = deform->waveparms[0];
9383 waveparms[1] = deform->waveparms[1];
9384 waveparms[2] = deform->waveparms[2];
9385 waveparms[3] = deform->waveparms[3];
9386 // this is how a divisor of vertex influence on deformation
9387 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9388 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9392 for (j = 0;j < surface->num_vertices;j++)
9394 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9395 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9396 // if the wavefunc depends on time, evaluate it per-vertex
9399 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9400 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9402 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9405 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9406 rsurface.vertex3f_bufferobject = 0;
9407 rsurface.vertex3f_bufferoffset = 0;
9409 case Q3DEFORM_BULGE:
9410 // deform vertex array to make the surface have moving bulges
9411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9413 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9414 for (j = 0;j < surface->num_vertices;j++)
9416 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9417 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9420 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9421 rsurface.vertex3f_bufferobject = 0;
9422 rsurface.vertex3f_bufferoffset = 0;
9425 // deform vertex array
9426 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9427 VectorScale(deform->parms, scale, waveparms);
9428 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9430 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9431 for (j = 0;j < surface->num_vertices;j++)
9432 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9434 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9435 rsurface.vertex3f_bufferobject = 0;
9436 rsurface.vertex3f_bufferoffset = 0;
9440 // generate texcoords based on the chosen texcoord source
9441 switch(rsurface.texture->tcgen.tcgen)
9444 case Q3TCGEN_TEXTURE:
9445 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9446 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9447 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9449 case Q3TCGEN_LIGHTMAP:
9450 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9451 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9452 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9454 case Q3TCGEN_VECTOR:
9455 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9457 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9458 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9460 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9461 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9464 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9465 rsurface.texcoordtexture2f_bufferobject = 0;
9466 rsurface.texcoordtexture2f_bufferoffset = 0;
9468 case Q3TCGEN_ENVIRONMENT:
9469 // make environment reflections using a spheremap
9470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9473 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9474 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9475 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9476 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9478 // identical to Q3A's method, but executed in worldspace so
9479 // carried models can be shiny too
9481 float viewer[3], d, reflected[3], worldreflected[3];
9483 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9484 // VectorNormalize(viewer);
9486 d = DotProduct(normal, viewer);
9488 reflected[0] = normal[0]*2*d - viewer[0];
9489 reflected[1] = normal[1]*2*d - viewer[1];
9490 reflected[2] = normal[2]*2*d - viewer[2];
9491 // note: this is proportinal to viewer, so we can normalize later
9493 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9494 VectorNormalize(worldreflected);
9496 // note: this sphere map only uses world x and z!
9497 // so positive and negative y will LOOK THE SAME.
9498 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9499 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9502 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9503 rsurface.texcoordtexture2f_bufferobject = 0;
9504 rsurface.texcoordtexture2f_bufferoffset = 0;
9507 // the only tcmod that needs software vertex processing is turbulent, so
9508 // check for it here and apply the changes if needed
9509 // and we only support that as the first one
9510 // (handling a mixture of turbulent and other tcmods would be problematic
9511 // without punting it entirely to a software path)
9512 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9514 amplitude = rsurface.texture->tcmods[0].parms[1];
9515 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9516 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9518 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9519 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9521 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9522 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9525 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9526 rsurface.texcoordtexture2f_bufferobject = 0;
9527 rsurface.texcoordtexture2f_bufferoffset = 0;
9529 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9530 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9531 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9532 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9535 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9538 const msurface_t *surface = texturesurfacelist[0];
9539 const msurface_t *surface2;
9544 // TODO: lock all array ranges before render, rather than on each surface
9545 if (texturenumsurfaces == 1)
9547 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9548 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9550 else if (r_batchmode.integer == 2)
9552 #define MAXBATCHTRIANGLES 4096
9553 int batchtriangles = 0;
9554 static int batchelements[MAXBATCHTRIANGLES*3];
9555 for (i = 0;i < texturenumsurfaces;i = j)
9557 surface = texturesurfacelist[i];
9559 if (surface->num_triangles > MAXBATCHTRIANGLES)
9561 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9564 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9565 batchtriangles = surface->num_triangles;
9566 firstvertex = surface->num_firstvertex;
9567 endvertex = surface->num_firstvertex + surface->num_vertices;
9568 for (;j < texturenumsurfaces;j++)
9570 surface2 = texturesurfacelist[j];
9571 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9573 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9574 batchtriangles += surface2->num_triangles;
9575 firstvertex = min(firstvertex, surface2->num_firstvertex);
9576 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9578 surface2 = texturesurfacelist[j-1];
9579 numvertices = endvertex - firstvertex;
9580 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9583 else if (r_batchmode.integer == 1)
9585 for (i = 0;i < texturenumsurfaces;i = j)
9587 surface = texturesurfacelist[i];
9588 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9589 if (texturesurfacelist[j] != surface2)
9591 surface2 = texturesurfacelist[j-1];
9592 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9593 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9594 GL_LockArrays(surface->num_firstvertex, numvertices);
9595 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9600 for (i = 0;i < texturenumsurfaces;i++)
9602 surface = texturesurfacelist[i];
9603 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9604 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9609 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9611 switch(vid.renderpath)
9613 case RENDERPATH_CGGL:
9615 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9616 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9619 case RENDERPATH_GL20:
9620 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9621 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9623 case RENDERPATH_GL13:
9624 case RENDERPATH_GL11:
9625 R_Mesh_TexBind(0, surface->lightmaptexture);
9630 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9632 // pick the closest matching water plane and bind textures
9633 int planeindex, vertexindex;
9637 r_waterstate_waterplane_t *p, *bestp;
9640 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9643 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9645 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9646 d += fabs(PlaneDiff(vert, &p->plane));
9648 if (bestd > d || !bestp)
9654 switch(vid.renderpath)
9656 case RENDERPATH_CGGL:
9658 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9659 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9662 case RENDERPATH_GL20:
9663 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9664 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9666 case RENDERPATH_GL13:
9667 case RENDERPATH_GL11:
9672 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9675 const msurface_t *surface;
9676 if (r_waterstate.renderingscene)
9678 for (i = 0;i < texturenumsurfaces;i++)
9680 surface = texturesurfacelist[i];
9681 RSurf_BindLightmapForSurface(surface);
9682 RSurf_BindReflectionForSurface(surface);
9683 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9684 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9688 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9692 const msurface_t *surface = texturesurfacelist[0];
9693 const msurface_t *surface2;
9698 if (texturenumsurfaces == 1)
9700 RSurf_BindLightmapForSurface(surface);
9701 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9702 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9704 else if (r_batchmode.integer == 2)
9706 #define MAXBATCHTRIANGLES 4096
9707 int batchtriangles = 0;
9708 static int batchelements[MAXBATCHTRIANGLES*3];
9709 for (i = 0;i < texturenumsurfaces;i = j)
9711 surface = texturesurfacelist[i];
9712 RSurf_BindLightmapForSurface(surface);
9714 if (surface->num_triangles > MAXBATCHTRIANGLES)
9716 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9719 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9720 batchtriangles = surface->num_triangles;
9721 firstvertex = surface->num_firstvertex;
9722 endvertex = surface->num_firstvertex + surface->num_vertices;
9723 for (;j < texturenumsurfaces;j++)
9725 surface2 = texturesurfacelist[j];
9726 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9728 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9729 batchtriangles += surface2->num_triangles;
9730 firstvertex = min(firstvertex, surface2->num_firstvertex);
9731 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9733 surface2 = texturesurfacelist[j-1];
9734 numvertices = endvertex - firstvertex;
9735 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9738 else if (r_batchmode.integer == 1)
9741 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9742 for (i = 0;i < texturenumsurfaces;i = j)
9744 surface = texturesurfacelist[i];
9745 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9746 if (texturesurfacelist[j] != surface2)
9748 Con_Printf(" %i", j - i);
9751 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9753 for (i = 0;i < texturenumsurfaces;i = j)
9755 surface = texturesurfacelist[i];
9756 RSurf_BindLightmapForSurface(surface);
9757 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9758 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9761 Con_Printf(" %i", j - i);
9763 surface2 = texturesurfacelist[j-1];
9764 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9765 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9766 GL_LockArrays(surface->num_firstvertex, numvertices);
9767 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9775 for (i = 0;i < texturenumsurfaces;i++)
9777 surface = texturesurfacelist[i];
9778 RSurf_BindLightmapForSurface(surface);
9779 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9780 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9785 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9788 int texturesurfaceindex;
9789 if (r_showsurfaces.integer == 2)
9791 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9793 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9794 for (j = 0;j < surface->num_triangles;j++)
9796 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9797 GL_Color(f, f, f, 1);
9798 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9806 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9807 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9808 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
9809 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9810 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9815 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9817 int texturesurfaceindex;
9821 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9823 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9824 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9832 rsurface.lightmapcolor4f = rsurface.array_color4f;
9833 rsurface.lightmapcolor4f_bufferobject = 0;
9834 rsurface.lightmapcolor4f_bufferoffset = 0;
9837 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9839 int texturesurfaceindex;
9845 if (rsurface.lightmapcolor4f)
9847 // generate color arrays for the surfaces in this list
9848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9851 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
9853 f = RSurf_FogVertex(v);
9863 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9865 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9866 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9868 f = RSurf_FogVertex(v);
9876 rsurface.lightmapcolor4f = rsurface.array_color4f;
9877 rsurface.lightmapcolor4f_bufferobject = 0;
9878 rsurface.lightmapcolor4f_bufferoffset = 0;
9881 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9883 int texturesurfaceindex;
9889 if (!rsurface.lightmapcolor4f)
9891 // generate color arrays for the surfaces in this list
9892 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9894 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9895 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
9897 f = RSurf_FogVertex(v);
9898 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9899 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9900 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9904 rsurface.lightmapcolor4f = rsurface.array_color4f;
9905 rsurface.lightmapcolor4f_bufferobject = 0;
9906 rsurface.lightmapcolor4f_bufferoffset = 0;
9909 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
9911 int texturesurfaceindex;
9915 if (!rsurface.lightmapcolor4f)
9917 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9919 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9920 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
9928 rsurface.lightmapcolor4f = rsurface.array_color4f;
9929 rsurface.lightmapcolor4f_bufferobject = 0;
9930 rsurface.lightmapcolor4f_bufferoffset = 0;
9933 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9935 int texturesurfaceindex;
9939 if (!rsurface.lightmapcolor4f)
9941 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9943 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9944 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
9946 c2[0] = c[0] + r_refdef.scene.ambient;
9947 c2[1] = c[1] + r_refdef.scene.ambient;
9948 c2[2] = c[2] + r_refdef.scene.ambient;
9952 rsurface.lightmapcolor4f = rsurface.array_color4f;
9953 rsurface.lightmapcolor4f_bufferobject = 0;
9954 rsurface.lightmapcolor4f_bufferoffset = 0;
9957 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9960 rsurface.lightmapcolor4f = NULL;
9961 rsurface.lightmapcolor4f_bufferobject = 0;
9962 rsurface.lightmapcolor4f_bufferoffset = 0;
9963 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9964 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9965 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9966 GL_Color(r, g, b, a);
9967 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
9970 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9972 // TODO: optimize applyfog && applycolor case
9973 // just apply fog if necessary, and tint the fog color array if necessary
9974 rsurface.lightmapcolor4f = NULL;
9975 rsurface.lightmapcolor4f_bufferobject = 0;
9976 rsurface.lightmapcolor4f_bufferoffset = 0;
9977 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9978 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9979 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9980 GL_Color(r, g, b, a);
9981 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9984 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9986 int texturesurfaceindex;
9990 if (texturesurfacelist[0]->lightmapinfo)
9992 // generate color arrays for the surfaces in this list
9993 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9995 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9996 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
9998 if (surface->lightmapinfo->samples)
10000 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10001 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10002 VectorScale(lm, scale, c);
10003 if (surface->lightmapinfo->styles[1] != 255)
10005 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10007 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10008 VectorMA(c, scale, lm, c);
10009 if (surface->lightmapinfo->styles[2] != 255)
10012 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10013 VectorMA(c, scale, lm, c);
10014 if (surface->lightmapinfo->styles[3] != 255)
10017 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10018 VectorMA(c, scale, lm, c);
10028 rsurface.lightmapcolor4f = rsurface.array_color4f;
10029 rsurface.lightmapcolor4f_bufferobject = 0;
10030 rsurface.lightmapcolor4f_bufferoffset = 0;
10034 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10035 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10036 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10038 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10039 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10040 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10041 GL_Color(r, g, b, a);
10042 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10045 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10047 int texturesurfaceindex;
10054 vec3_t ambientcolor;
10055 vec3_t diffusecolor;
10059 VectorCopy(rsurface.modellight_lightdir, lightdir);
10060 f = 0.5f * r_refdef.lightmapintensity;
10061 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10062 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10063 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10064 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10065 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10066 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10068 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10070 // generate color arrays for the surfaces in this list
10071 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10073 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10074 int numverts = surface->num_vertices;
10075 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10076 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10077 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10078 // q3-style directional shading
10079 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10081 if ((f = DotProduct(n, lightdir)) > 0)
10082 VectorMA(ambientcolor, f, diffusecolor, c);
10084 VectorCopy(ambientcolor, c);
10092 rsurface.lightmapcolor4f = rsurface.array_color4f;
10093 rsurface.lightmapcolor4f_bufferobject = 0;
10094 rsurface.lightmapcolor4f_bufferoffset = 0;
10095 *applycolor = false;
10099 *r = ambientcolor[0];
10100 *g = ambientcolor[1];
10101 *b = ambientcolor[2];
10102 rsurface.lightmapcolor4f = NULL;
10103 rsurface.lightmapcolor4f_bufferobject = 0;
10104 rsurface.lightmapcolor4f_bufferoffset = 0;
10108 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10110 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10111 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10112 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10113 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10114 GL_Color(r, g, b, a);
10115 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10118 void RSurf_SetupDepthAndCulling(void)
10120 // submodels are biased to avoid z-fighting with world surfaces that they
10121 // may be exactly overlapping (avoids z-fighting artifacts on certain
10122 // doors and things in Quake maps)
10123 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10124 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10125 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10126 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10129 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10131 // transparent sky would be ridiculous
10132 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10134 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10135 skyrenderlater = true;
10136 RSurf_SetupDepthAndCulling();
10137 GL_DepthMask(true);
10138 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10139 // skymasking on them, and Quake3 never did sky masking (unlike
10140 // software Quake and software Quake2), so disable the sky masking
10141 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10142 // and skymasking also looks very bad when noclipping outside the
10143 // level, so don't use it then either.
10144 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10146 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10147 R_Mesh_ColorPointer(NULL, 0, 0);
10148 R_Mesh_ResetTextureState();
10149 if (skyrendermasked)
10151 R_SetupShader_DepthOrShadow();
10152 // depth-only (masking)
10153 GL_ColorMask(0,0,0,0);
10154 // just to make sure that braindead drivers don't draw
10155 // anything despite that colormask...
10156 GL_BlendFunc(GL_ZERO, GL_ONE);
10160 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10162 GL_BlendFunc(GL_ONE, GL_ZERO);
10164 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10165 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10166 if (skyrendermasked)
10167 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10169 R_Mesh_ResetTextureState();
10170 GL_Color(1, 1, 1, 1);
10173 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10174 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10175 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10177 qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass;
10178 qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass;
10180 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10183 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10184 R_Mesh_ColorPointer(NULL, 0, 0);
10186 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10190 // render background
10191 GL_BlendFunc(GL_ONE, GL_ZERO);
10192 GL_DepthMask(true);
10193 GL_AlphaTest(false);
10195 GL_Color(1, 1, 1, 1);
10196 R_Mesh_ColorPointer(NULL, 0, 0);
10198 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10199 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10200 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10201 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10202 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10203 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10204 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10205 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10206 GL_LockArrays(0, 0);
10208 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10209 GL_DepthMask(false);
10210 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10211 R_Mesh_ColorPointer(NULL, 0, 0);
10213 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10216 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10218 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10219 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10220 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10221 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10222 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10224 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10227 GL_DepthMask(true);
10229 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10230 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10231 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
10233 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10235 if (refract || reflect)
10236 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10238 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10242 if (refract || reflect)
10243 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10245 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10247 GL_LockArrays(0, 0);
10250 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10252 // OpenGL 1.3 path - anything not completely ancient
10253 int texturesurfaceindex;
10254 qboolean applycolor;
10257 const texturelayer_t *layer;
10258 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10260 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10263 int layertexrgbscale;
10264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10266 if (layerindex == 0)
10267 GL_AlphaTest(true);
10270 GL_AlphaTest(false);
10271 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10274 GL_DepthMask(layer->depthmask && writedepth);
10275 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10276 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10278 layertexrgbscale = 4;
10279 VectorScale(layer->color, 0.25f, layercolor);
10281 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10283 layertexrgbscale = 2;
10284 VectorScale(layer->color, 0.5f, layercolor);
10288 layertexrgbscale = 1;
10289 VectorScale(layer->color, 1.0f, layercolor);
10291 layercolor[3] = layer->color[3];
10292 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10293 R_Mesh_ColorPointer(NULL, 0, 0);
10294 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10295 switch (layer->type)
10297 case TEXTURELAYERTYPE_LITTEXTURE:
10298 // single-pass lightmapped texture with 2x rgbscale
10299 R_Mesh_TexBind(0, r_texture_white);
10300 R_Mesh_TexMatrix(0, NULL);
10301 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10302 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10303 R_Mesh_TexBind(1, layer->texture);
10304 R_Mesh_TexMatrix(1, &layer->texmatrix);
10305 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10306 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10307 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10308 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10309 else if (rsurface.uselightmaptexture)
10310 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10312 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10314 case TEXTURELAYERTYPE_TEXTURE:
10315 // singletexture unlit texture with transparency support
10316 R_Mesh_TexBind(0, layer->texture);
10317 R_Mesh_TexMatrix(0, &layer->texmatrix);
10318 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10319 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10320 R_Mesh_TexBind(1, 0);
10321 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10322 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10324 case TEXTURELAYERTYPE_FOG:
10325 // singletexture fogging
10326 if (layer->texture)
10328 R_Mesh_TexBind(0, layer->texture);
10329 R_Mesh_TexMatrix(0, &layer->texmatrix);
10330 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10331 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10335 R_Mesh_TexBind(0, 0);
10336 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10338 R_Mesh_TexBind(1, 0);
10339 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10340 // generate a color array for the fog pass
10341 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10342 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10348 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10349 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10351 f = 1 - RSurf_FogVertex(v);
10352 c[0] = layercolor[0];
10353 c[1] = layercolor[1];
10354 c[2] = layercolor[2];
10355 c[3] = f * layercolor[3];
10358 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10361 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10363 GL_LockArrays(0, 0);
10366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10368 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10369 GL_AlphaTest(false);
10373 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10375 // OpenGL 1.1 - crusty old voodoo path
10376 int texturesurfaceindex;
10379 const texturelayer_t *layer;
10380 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10382 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10386 if (layerindex == 0)
10387 GL_AlphaTest(true);
10390 GL_AlphaTest(false);
10391 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10394 GL_DepthMask(layer->depthmask && writedepth);
10395 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10396 R_Mesh_ColorPointer(NULL, 0, 0);
10397 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10398 switch (layer->type)
10400 case TEXTURELAYERTYPE_LITTEXTURE:
10401 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10403 // two-pass lit texture with 2x rgbscale
10404 // first the lightmap pass
10405 R_Mesh_TexBind(0, r_texture_white);
10406 R_Mesh_TexMatrix(0, NULL);
10407 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10408 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10410 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10411 else if (rsurface.uselightmaptexture)
10412 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10414 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10415 GL_LockArrays(0, 0);
10416 // then apply the texture to it
10417 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10418 R_Mesh_TexBind(0, layer->texture);
10419 R_Mesh_TexMatrix(0, &layer->texmatrix);
10420 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10421 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10422 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10426 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10427 R_Mesh_TexBind(0, layer->texture);
10428 R_Mesh_TexMatrix(0, &layer->texmatrix);
10429 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10430 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10432 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10434 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10437 case TEXTURELAYERTYPE_TEXTURE:
10438 // singletexture unlit texture with transparency support
10439 R_Mesh_TexBind(0, layer->texture);
10440 R_Mesh_TexMatrix(0, &layer->texmatrix);
10441 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10442 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10443 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10445 case TEXTURELAYERTYPE_FOG:
10446 // singletexture fogging
10447 if (layer->texture)
10449 R_Mesh_TexBind(0, layer->texture);
10450 R_Mesh_TexMatrix(0, &layer->texmatrix);
10451 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10452 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10456 R_Mesh_TexBind(0, 0);
10457 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10459 // generate a color array for the fog pass
10460 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10461 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10467 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10468 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10470 f = 1 - RSurf_FogVertex(v);
10471 c[0] = layer->color[0];
10472 c[1] = layer->color[1];
10473 c[2] = layer->color[2];
10474 c[3] = f * layer->color[3];
10477 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10480 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10482 GL_LockArrays(0, 0);
10485 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10487 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10488 GL_AlphaTest(false);
10492 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10496 GL_AlphaTest(false);
10497 R_Mesh_ColorPointer(NULL, 0, 0);
10498 R_Mesh_ResetTextureState();
10499 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10501 if(rsurface.texture && rsurface.texture->currentskinframe)
10503 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10504 c[3] *= rsurface.texture->currentalpha;
10514 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10516 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10517 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10518 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10521 // brighten it up (as texture value 127 means "unlit")
10522 c[0] *= 2 * r_refdef.view.colorscale;
10523 c[1] *= 2 * r_refdef.view.colorscale;
10524 c[2] *= 2 * r_refdef.view.colorscale;
10526 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10527 c[3] *= r_wateralpha.value;
10529 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10531 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10532 GL_DepthMask(false);
10534 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10536 GL_BlendFunc(GL_ONE, GL_ONE);
10537 GL_DepthMask(false);
10539 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10541 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10542 GL_DepthMask(false);
10544 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10546 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10547 GL_DepthMask(false);
10551 GL_BlendFunc(GL_ONE, GL_ZERO);
10552 GL_DepthMask(writedepth);
10555 rsurface.lightmapcolor4f = NULL;
10557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10559 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10561 rsurface.lightmapcolor4f = NULL;
10562 rsurface.lightmapcolor4f_bufferobject = 0;
10563 rsurface.lightmapcolor4f_bufferoffset = 0;
10565 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10567 qboolean applycolor = true;
10570 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10572 r_refdef.lightmapintensity = 1;
10573 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10574 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10578 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10580 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10581 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10582 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10585 if(!rsurface.lightmapcolor4f)
10586 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10588 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10589 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10590 if(r_refdef.fogenabled)
10591 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10593 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10594 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10597 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10600 RSurf_SetupDepthAndCulling();
10601 if (r_showsurfaces.integer == 3 && !prepass)
10603 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10606 switch (vid.renderpath)
10608 case RENDERPATH_GL20:
10609 case RENDERPATH_CGGL:
10610 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10612 case RENDERPATH_GL13:
10613 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10615 case RENDERPATH_GL11:
10616 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10622 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10625 RSurf_SetupDepthAndCulling();
10626 if (r_showsurfaces.integer == 3 && !prepass)
10628 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10631 switch (vid.renderpath)
10633 case RENDERPATH_GL20:
10634 case RENDERPATH_CGGL:
10635 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10637 case RENDERPATH_GL13:
10638 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10640 case RENDERPATH_GL11:
10641 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10647 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10650 int texturenumsurfaces, endsurface;
10651 texture_t *texture;
10652 const msurface_t *surface;
10653 const msurface_t *texturesurfacelist[256];
10655 // if the model is static it doesn't matter what value we give for
10656 // wantnormals and wanttangents, so this logic uses only rules applicable
10657 // to a model, knowing that they are meaningless otherwise
10658 if (ent == r_refdef.scene.worldentity)
10659 RSurf_ActiveWorldEntity();
10660 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10661 RSurf_ActiveModelEntity(ent, false, false, false);
10664 switch (vid.renderpath)
10666 case RENDERPATH_GL20:
10667 case RENDERPATH_CGGL:
10668 RSurf_ActiveModelEntity(ent, true, true, false);
10670 case RENDERPATH_GL13:
10671 case RENDERPATH_GL11:
10672 RSurf_ActiveModelEntity(ent, true, false, false);
10677 if (r_transparentdepthmasking.integer)
10679 qboolean setup = false;
10680 for (i = 0;i < numsurfaces;i = j)
10683 surface = rsurface.modelsurfaces + surfacelist[i];
10684 texture = surface->texture;
10685 rsurface.texture = R_GetCurrentTexture(texture);
10686 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10687 // scan ahead until we find a different texture
10688 endsurface = min(i + 1024, numsurfaces);
10689 texturenumsurfaces = 0;
10690 texturesurfacelist[texturenumsurfaces++] = surface;
10691 for (;j < endsurface;j++)
10693 surface = rsurface.modelsurfaces + surfacelist[j];
10694 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10696 texturesurfacelist[texturenumsurfaces++] = surface;
10698 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10700 // render the range of surfaces as depth
10704 GL_ColorMask(0,0,0,0);
10706 GL_DepthTest(true);
10707 GL_BlendFunc(GL_ONE, GL_ZERO);
10708 GL_DepthMask(true);
10709 GL_AlphaTest(false);
10710 R_Mesh_ColorPointer(NULL, 0, 0);
10711 R_Mesh_ResetTextureState();
10712 R_SetupShader_DepthOrShadow();
10714 RSurf_SetupDepthAndCulling();
10715 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10716 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10719 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10722 for (i = 0;i < numsurfaces;i = j)
10725 surface = rsurface.modelsurfaces + surfacelist[i];
10726 texture = surface->texture;
10727 rsurface.texture = R_GetCurrentTexture(texture);
10728 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10729 // scan ahead until we find a different texture
10730 endsurface = min(i + 1024, numsurfaces);
10731 texturenumsurfaces = 0;
10732 texturesurfacelist[texturenumsurfaces++] = surface;
10733 for (;j < endsurface;j++)
10735 surface = rsurface.modelsurfaces + surfacelist[j];
10736 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10738 texturesurfacelist[texturenumsurfaces++] = surface;
10740 // render the range of surfaces
10741 if (ent == r_refdef.scene.worldentity)
10742 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10744 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10746 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10747 GL_AlphaTest(false);
10750 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10752 // transparent surfaces get pushed off into the transparent queue
10753 int surfacelistindex;
10754 const msurface_t *surface;
10755 vec3_t tempcenter, center;
10756 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10758 surface = texturesurfacelist[surfacelistindex];
10759 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10760 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10761 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10762 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10763 if (queueentity->transparent_offset) // transparent offset
10765 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10766 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10767 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10769 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10773 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10775 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10779 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10781 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10783 RSurf_SetupDepthAndCulling();
10784 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10785 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10789 if (!rsurface.texture->currentnumlayers)
10791 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10792 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10794 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10796 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10798 RSurf_SetupDepthAndCulling();
10799 GL_AlphaTest(false);
10800 R_Mesh_ColorPointer(NULL, 0, 0);
10801 R_Mesh_ResetTextureState();
10802 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10803 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10804 GL_DepthMask(true);
10805 GL_BlendFunc(GL_ONE, GL_ZERO);
10806 GL_Color(0, 0, 0, 1);
10807 GL_DepthTest(writedepth);
10808 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10810 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10812 RSurf_SetupDepthAndCulling();
10813 GL_AlphaTest(false);
10814 R_Mesh_ColorPointer(NULL, 0, 0);
10815 R_Mesh_ResetTextureState();
10816 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10817 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10818 GL_DepthMask(true);
10819 GL_BlendFunc(GL_ONE, GL_ZERO);
10820 GL_DepthTest(true);
10821 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10823 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10824 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10825 else if (!rsurface.texture->currentnumlayers)
10827 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10829 // in the deferred case, transparent surfaces were queued during prepass
10830 if (!r_shadow_usingdeferredprepass)
10831 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10835 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10836 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10841 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10844 texture_t *texture;
10845 // break the surface list down into batches by texture and use of lightmapping
10846 for (i = 0;i < numsurfaces;i = j)
10849 // texture is the base texture pointer, rsurface.texture is the
10850 // current frame/skin the texture is directing us to use (for example
10851 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10852 // use skin 1 instead)
10853 texture = surfacelist[i]->texture;
10854 rsurface.texture = R_GetCurrentTexture(texture);
10855 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10856 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10858 // if this texture is not the kind we want, skip ahead to the next one
10859 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10863 // simply scan ahead until we find a different texture or lightmap state
10864 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10866 // render the range of surfaces
10867 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10871 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10876 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10878 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10880 RSurf_SetupDepthAndCulling();
10881 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10882 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10886 if (!rsurface.texture->currentnumlayers)
10888 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10889 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10891 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10893 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10895 RSurf_SetupDepthAndCulling();
10896 GL_AlphaTest(false);
10897 R_Mesh_ColorPointer(NULL, 0, 0);
10898 R_Mesh_ResetTextureState();
10899 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10900 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10901 GL_DepthMask(true);
10902 GL_BlendFunc(GL_ONE, GL_ZERO);
10903 GL_Color(0, 0, 0, 1);
10904 GL_DepthTest(writedepth);
10905 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10907 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10909 RSurf_SetupDepthAndCulling();
10910 GL_AlphaTest(false);
10911 R_Mesh_ColorPointer(NULL, 0, 0);
10912 R_Mesh_ResetTextureState();
10913 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10914 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10915 GL_DepthMask(true);
10916 GL_BlendFunc(GL_ONE, GL_ZERO);
10917 GL_DepthTest(true);
10918 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10920 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10921 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10922 else if (!rsurface.texture->currentnumlayers)
10924 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10926 // in the deferred case, transparent surfaces were queued during prepass
10927 if (!r_shadow_usingdeferredprepass)
10928 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10932 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10933 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10938 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10941 texture_t *texture;
10942 // break the surface list down into batches by texture and use of lightmapping
10943 for (i = 0;i < numsurfaces;i = j)
10946 // texture is the base texture pointer, rsurface.texture is the
10947 // current frame/skin the texture is directing us to use (for example
10948 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10949 // use skin 1 instead)
10950 texture = surfacelist[i]->texture;
10951 rsurface.texture = R_GetCurrentTexture(texture);
10952 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10953 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10955 // if this texture is not the kind we want, skip ahead to the next one
10956 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10960 // simply scan ahead until we find a different texture or lightmap state
10961 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10963 // render the range of surfaces
10964 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10968 float locboxvertex3f[6*4*3] =
10970 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10971 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10972 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10973 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10974 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10975 1,0,0, 0,0,0, 0,1,0, 1,1,0
10978 unsigned short locboxelements[6*2*3] =
10983 12,13,14, 12,14,15,
10984 16,17,18, 16,18,19,
10988 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10991 cl_locnode_t *loc = (cl_locnode_t *)ent;
10993 float vertex3f[6*4*3];
10995 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10996 GL_DepthMask(false);
10997 GL_DepthRange(0, 1);
10998 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10999 GL_DepthTest(true);
11000 GL_CullFace(GL_NONE);
11001 R_EntityMatrix(&identitymatrix);
11003 R_Mesh_VertexPointer(vertex3f, 0, 0);
11004 R_Mesh_ColorPointer(NULL, 0, 0);
11005 R_Mesh_ResetTextureState();
11006 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11008 i = surfacelist[0];
11009 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11010 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11011 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11012 surfacelist[0] < 0 ? 0.5f : 0.125f);
11014 if (VectorCompare(loc->mins, loc->maxs))
11016 VectorSet(size, 2, 2, 2);
11017 VectorMA(loc->mins, -0.5f, size, mins);
11021 VectorCopy(loc->mins, mins);
11022 VectorSubtract(loc->maxs, loc->mins, size);
11025 for (i = 0;i < 6*4*3;)
11026 for (j = 0;j < 3;j++, i++)
11027 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11029 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11032 void R_DrawLocs(void)
11035 cl_locnode_t *loc, *nearestloc;
11037 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11038 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11040 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11041 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11045 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11047 if (decalsystem->decals)
11048 Mem_Free(decalsystem->decals);
11049 memset(decalsystem, 0, sizeof(*decalsystem));
11052 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)
11055 tridecal_t *decals;
11059 // expand or initialize the system
11060 if (decalsystem->maxdecals <= decalsystem->numdecals)
11062 decalsystem_t old = *decalsystem;
11063 qboolean useshortelements;
11064 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11065 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11066 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)));
11067 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11068 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11069 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11070 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11071 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11072 if (decalsystem->numdecals)
11073 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11075 Mem_Free(old.decals);
11076 for (i = 0;i < decalsystem->maxdecals*3;i++)
11077 decalsystem->element3i[i] = i;
11078 if (useshortelements)
11079 for (i = 0;i < decalsystem->maxdecals*3;i++)
11080 decalsystem->element3s[i] = i;
11083 // grab a decal and search for another free slot for the next one
11084 maxdecals = decalsystem->maxdecals;
11085 decals = decalsystem->decals;
11086 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11087 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11089 decalsystem->freedecal = i;
11090 if (decalsystem->numdecals <= i)
11091 decalsystem->numdecals = i + 1;
11093 // initialize the decal
11095 decal->triangleindex = triangleindex;
11096 decal->surfaceindex = surfaceindex;
11097 decal->decalsequence = decalsequence;
11098 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11099 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11100 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11101 decal->color4ub[0][3] = 255;
11102 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11103 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11104 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11105 decal->color4ub[1][3] = 255;
11106 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11107 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11108 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11109 decal->color4ub[2][3] = 255;
11110 decal->vertex3f[0][0] = v0[0];
11111 decal->vertex3f[0][1] = v0[1];
11112 decal->vertex3f[0][2] = v0[2];
11113 decal->vertex3f[1][0] = v1[0];
11114 decal->vertex3f[1][1] = v1[1];
11115 decal->vertex3f[1][2] = v1[2];
11116 decal->vertex3f[2][0] = v2[0];
11117 decal->vertex3f[2][1] = v2[1];
11118 decal->vertex3f[2][2] = v2[2];
11119 decal->texcoord2f[0][0] = t0[0];
11120 decal->texcoord2f[0][1] = t0[1];
11121 decal->texcoord2f[1][0] = t1[0];
11122 decal->texcoord2f[1][1] = t1[1];
11123 decal->texcoord2f[2][0] = t2[0];
11124 decal->texcoord2f[2][1] = t2[1];
11127 extern cvar_t cl_decals_bias;
11128 extern cvar_t cl_decals_models;
11129 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11130 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)
11132 matrix4x4_t projection;
11133 decalsystem_t *decalsystem;
11136 const float *vertex3f;
11137 const msurface_t *surface;
11138 const msurface_t *surfaces;
11139 const int *surfacelist;
11140 const texture_t *texture;
11143 int numsurfacelist;
11144 int surfacelistindex;
11147 int decalsurfaceindex;
11152 float localorigin[3];
11153 float localnormal[3];
11154 float localmins[3];
11155 float localmaxs[3];
11162 float planes[6][4];
11164 float points[2][9][3];
11168 decalsystem = &ent->decalsystem;
11169 model = ent->model;
11170 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11172 R_DecalSystem_Reset(&ent->decalsystem);
11176 if (!model->brush.data_nodes && !cl_decals_models.integer)
11178 if (decalsystem->model)
11179 R_DecalSystem_Reset(decalsystem);
11183 if (decalsystem->model != model)
11184 R_DecalSystem_Reset(decalsystem);
11185 decalsystem->model = model;
11187 RSurf_ActiveModelEntity(ent, false, false, false);
11189 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11190 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11191 VectorNormalize(localnormal);
11192 localsize = worldsize*rsurface.inversematrixscale;
11193 ilocalsize = 1.0f / localsize;
11194 localmins[0] = localorigin[0] - localsize;
11195 localmins[1] = localorigin[1] - localsize;
11196 localmins[2] = localorigin[2] - localsize;
11197 localmaxs[0] = localorigin[0] + localsize;
11198 localmaxs[1] = localorigin[1] + localsize;
11199 localmaxs[2] = localorigin[2] + localsize;
11201 //VectorCopy(localnormal, planes[4]);
11202 //VectorVectors(planes[4], planes[2], planes[0]);
11203 AnglesFromVectors(angles, localnormal, NULL, false);
11204 AngleVectors(angles, planes[0], planes[2], planes[4]);
11205 VectorNegate(planes[0], planes[1]);
11206 VectorNegate(planes[2], planes[3]);
11207 VectorNegate(planes[4], planes[5]);
11208 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11209 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11210 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11211 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11212 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11213 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11218 matrix4x4_t forwardprojection;
11219 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11220 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11225 float projectionvector[4][3];
11226 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11227 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11228 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11229 projectionvector[0][0] = planes[0][0] * ilocalsize;
11230 projectionvector[0][1] = planes[1][0] * ilocalsize;
11231 projectionvector[0][2] = planes[2][0] * ilocalsize;
11232 projectionvector[1][0] = planes[0][1] * ilocalsize;
11233 projectionvector[1][1] = planes[1][1] * ilocalsize;
11234 projectionvector[1][2] = planes[2][1] * ilocalsize;
11235 projectionvector[2][0] = planes[0][2] * ilocalsize;
11236 projectionvector[2][1] = planes[1][2] * ilocalsize;
11237 projectionvector[2][2] = planes[2][2] * ilocalsize;
11238 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11239 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11240 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11241 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11245 dynamic = model->surfmesh.isanimated;
11246 vertex3f = rsurface.modelvertex3f;
11247 numsurfacelist = model->nummodelsurfaces;
11248 surfacelist = model->sortedmodelsurfaces;
11249 surfaces = model->data_surfaces;
11250 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11252 surfaceindex = surfacelist[surfacelistindex];
11253 surface = surfaces + surfaceindex;
11254 // skip transparent surfaces
11255 texture = surface->texture;
11256 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11258 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11260 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11262 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11263 numvertices = surface->num_vertices;
11264 numtriangles = surface->num_triangles;
11265 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11267 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11269 index = 3*e[cornerindex];
11270 VectorCopy(vertex3f + index, v[cornerindex]);
11273 //TriangleNormal(v[0], v[1], v[2], normal);
11274 //if (DotProduct(normal, localnormal) < 0.0f)
11276 // clip by each of the box planes formed from the projection matrix
11277 // if anything survives, we emit the decal
11278 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]);
11281 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]);
11284 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]);
11287 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]);
11290 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]);
11293 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]);
11296 // some part of the triangle survived, so we have to accept it...
11299 // dynamic always uses the original triangle
11301 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11303 index = 3*e[cornerindex];
11304 VectorCopy(vertex3f + index, v[cornerindex]);
11307 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11309 // convert vertex positions to texcoords
11310 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11311 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11312 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11313 // calculate distance fade from the projection origin
11314 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11315 f = bound(0.0f, f, 1.0f);
11316 c[cornerindex][0] = r * f;
11317 c[cornerindex][1] = g * f;
11318 c[cornerindex][2] = b * f;
11319 c[cornerindex][3] = 1.0f;
11320 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11323 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);
11325 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11326 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);
11331 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11332 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)
11334 int renderentityindex;
11335 float worldmins[3];
11336 float worldmaxs[3];
11337 entity_render_t *ent;
11339 if (!cl_decals_newsystem.integer)
11342 worldmins[0] = worldorigin[0] - worldsize;
11343 worldmins[1] = worldorigin[1] - worldsize;
11344 worldmins[2] = worldorigin[2] - worldsize;
11345 worldmaxs[0] = worldorigin[0] + worldsize;
11346 worldmaxs[1] = worldorigin[1] + worldsize;
11347 worldmaxs[2] = worldorigin[2] + worldsize;
11349 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11351 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11353 ent = r_refdef.scene.entities[renderentityindex];
11354 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11357 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11361 typedef struct r_decalsystem_splatqueue_s
11363 vec3_t worldorigin;
11364 vec3_t worldnormal;
11370 r_decalsystem_splatqueue_t;
11372 int r_decalsystem_numqueued = 0;
11373 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11375 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)
11377 r_decalsystem_splatqueue_t *queue;
11379 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11382 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11383 VectorCopy(worldorigin, queue->worldorigin);
11384 VectorCopy(worldnormal, queue->worldnormal);
11385 Vector4Set(queue->color, r, g, b, a);
11386 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11387 queue->worldsize = worldsize;
11388 queue->decalsequence = cl.decalsequence++;
11391 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11394 r_decalsystem_splatqueue_t *queue;
11396 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11397 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);
11398 r_decalsystem_numqueued = 0;
11401 extern cvar_t cl_decals_max;
11402 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11405 decalsystem_t *decalsystem = &ent->decalsystem;
11412 if (!decalsystem->numdecals)
11415 if (r_showsurfaces.integer)
11418 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11420 R_DecalSystem_Reset(decalsystem);
11424 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11425 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11427 if (decalsystem->lastupdatetime)
11428 frametime = (cl.time - decalsystem->lastupdatetime);
11431 decalsystem->lastupdatetime = cl.time;
11432 decal = decalsystem->decals;
11433 numdecals = decalsystem->numdecals;
11435 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11437 if (decal->color4ub[0][3])
11439 decal->lived += frametime;
11440 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11442 memset(decal, 0, sizeof(*decal));
11443 if (decalsystem->freedecal > i)
11444 decalsystem->freedecal = i;
11448 decal = decalsystem->decals;
11449 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11452 // collapse the array by shuffling the tail decals into the gaps
11455 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11456 decalsystem->freedecal++;
11457 if (decalsystem->freedecal == numdecals)
11459 decal[decalsystem->freedecal] = decal[--numdecals];
11462 decalsystem->numdecals = numdecals;
11464 if (numdecals <= 0)
11466 // if there are no decals left, reset decalsystem
11467 R_DecalSystem_Reset(decalsystem);
11471 extern skinframe_t *decalskinframe;
11472 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11475 decalsystem_t *decalsystem = &ent->decalsystem;
11485 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11488 numdecals = decalsystem->numdecals;
11492 if (r_showsurfaces.integer)
11495 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11497 R_DecalSystem_Reset(decalsystem);
11501 // if the model is static it doesn't matter what value we give for
11502 // wantnormals and wanttangents, so this logic uses only rules applicable
11503 // to a model, knowing that they are meaningless otherwise
11504 if (ent == r_refdef.scene.worldentity)
11505 RSurf_ActiveWorldEntity();
11507 RSurf_ActiveModelEntity(ent, false, false, false);
11509 decalsystem->lastupdatetime = cl.time;
11510 decal = decalsystem->decals;
11512 fadedelay = cl_decals_time.value;
11513 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11515 // update vertex positions for animated models
11516 v3f = decalsystem->vertex3f;
11517 c4f = decalsystem->color4f;
11518 t2f = decalsystem->texcoord2f;
11519 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11521 if (!decal->color4ub[0][3])
11524 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11527 // update color values for fading decals
11528 if (decal->lived >= cl_decals_time.value)
11530 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11531 alpha *= (1.0f/255.0f);
11534 alpha = 1.0f/255.0f;
11536 c4f[ 0] = decal->color4ub[0][0] * alpha;
11537 c4f[ 1] = decal->color4ub[0][1] * alpha;
11538 c4f[ 2] = decal->color4ub[0][2] * alpha;
11540 c4f[ 4] = decal->color4ub[1][0] * alpha;
11541 c4f[ 5] = decal->color4ub[1][1] * alpha;
11542 c4f[ 6] = decal->color4ub[1][2] * alpha;
11544 c4f[ 8] = decal->color4ub[2][0] * alpha;
11545 c4f[ 9] = decal->color4ub[2][1] * alpha;
11546 c4f[10] = decal->color4ub[2][2] * alpha;
11549 t2f[0] = decal->texcoord2f[0][0];
11550 t2f[1] = decal->texcoord2f[0][1];
11551 t2f[2] = decal->texcoord2f[1][0];
11552 t2f[3] = decal->texcoord2f[1][1];
11553 t2f[4] = decal->texcoord2f[2][0];
11554 t2f[5] = decal->texcoord2f[2][1];
11556 // update vertex positions for animated models
11557 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11559 e = rsurface.modelelement3i + 3*decal->triangleindex;
11560 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11561 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11562 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11566 VectorCopy(decal->vertex3f[0], v3f);
11567 VectorCopy(decal->vertex3f[1], v3f + 3);
11568 VectorCopy(decal->vertex3f[2], v3f + 6);
11579 r_refdef.stats.drawndecals += numtris;
11581 if (r_refdef.fogenabled)
11583 switch(vid.renderpath)
11585 case RENDERPATH_GL20:
11586 case RENDERPATH_CGGL:
11587 case RENDERPATH_GL13:
11588 case RENDERPATH_GL11:
11589 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11591 alpha = RSurf_FogVertex(v3f);
11600 // now render the decals all at once
11601 // (this assumes they all use one particle font texture!)
11602 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);
11603 R_Mesh_ResetTextureState();
11604 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11605 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11606 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11607 GL_DepthMask(false);
11608 GL_DepthRange(0, 1);
11609 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11610 GL_DepthTest(true);
11611 GL_CullFace(GL_NONE);
11612 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11613 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11614 GL_LockArrays(0, numtris * 3);
11615 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11616 GL_LockArrays(0, 0);
11620 static void R_DrawModelDecals(void)
11624 // fade faster when there are too many decals
11625 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11626 for (i = 0;i < r_refdef.scene.numentities;i++)
11627 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11629 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11630 for (i = 0;i < r_refdef.scene.numentities;i++)
11631 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11632 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11634 R_DecalSystem_ApplySplatEntitiesQueue();
11636 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11637 for (i = 0;i < r_refdef.scene.numentities;i++)
11638 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11640 r_refdef.stats.totaldecals += numdecals;
11642 if (r_showsurfaces.integer)
11645 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11647 for (i = 0;i < r_refdef.scene.numentities;i++)
11649 if (!r_refdef.viewcache.entityvisible[i])
11651 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11652 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11656 void R_DrawDebugModel(void)
11658 entity_render_t *ent = rsurface.entity;
11659 int i, j, k, l, flagsmask;
11660 const int *elements;
11662 const msurface_t *surface;
11663 dp_model_t *model = ent->model;
11666 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11668 R_Mesh_ColorPointer(NULL, 0, 0);
11669 R_Mesh_ResetTextureState();
11670 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11671 GL_DepthRange(0, 1);
11672 GL_DepthTest(!r_showdisabledepthtest.integer);
11673 GL_DepthMask(false);
11674 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11676 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11678 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11679 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11681 if (brush->colbrushf && brush->colbrushf->numtriangles)
11683 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11684 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11685 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11688 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11690 if (surface->num_collisiontriangles)
11692 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11693 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11694 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11699 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11701 if (r_showtris.integer || r_shownormals.integer)
11703 if (r_showdisabledepthtest.integer)
11705 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11706 GL_DepthMask(false);
11710 GL_BlendFunc(GL_ONE, GL_ZERO);
11711 GL_DepthMask(true);
11713 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11715 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11717 rsurface.texture = R_GetCurrentTexture(surface->texture);
11718 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11720 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11721 if (r_showtris.value > 0)
11723 if (!rsurface.texture->currentlayers->depthmask)
11724 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11725 else if (ent == r_refdef.scene.worldentity)
11726 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11728 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11729 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11730 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11731 R_Mesh_ColorPointer(NULL, 0, 0);
11732 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11733 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11734 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11735 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11736 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11739 if (r_shownormals.value < 0)
11741 qglBegin(GL_LINES);
11742 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11744 VectorCopy(rsurface.vertex3f + l * 3, v);
11745 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11746 qglVertex3f(v[0], v[1], v[2]);
11747 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11748 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11749 qglVertex3f(v[0], v[1], v[2]);
11754 if (r_shownormals.value > 0)
11756 qglBegin(GL_LINES);
11757 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11759 VectorCopy(rsurface.vertex3f + l * 3, v);
11760 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11761 qglVertex3f(v[0], v[1], v[2]);
11762 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11763 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11764 qglVertex3f(v[0], v[1], v[2]);
11768 qglBegin(GL_LINES);
11769 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11771 VectorCopy(rsurface.vertex3f + l * 3, v);
11772 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11773 qglVertex3f(v[0], v[1], v[2]);
11774 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11775 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11776 qglVertex3f(v[0], v[1], v[2]);
11780 qglBegin(GL_LINES);
11781 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11783 VectorCopy(rsurface.vertex3f + l * 3, v);
11784 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11785 qglVertex3f(v[0], v[1], v[2]);
11786 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11787 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11788 qglVertex3f(v[0], v[1], v[2]);
11795 rsurface.texture = NULL;
11799 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11800 int r_maxsurfacelist = 0;
11801 const msurface_t **r_surfacelist = NULL;
11802 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11804 int i, j, endj, f, flagsmask;
11806 dp_model_t *model = r_refdef.scene.worldmodel;
11807 msurface_t *surfaces;
11808 unsigned char *update;
11809 int numsurfacelist = 0;
11813 if (r_maxsurfacelist < model->num_surfaces)
11815 r_maxsurfacelist = model->num_surfaces;
11817 Mem_Free((msurface_t**)r_surfacelist);
11818 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11821 RSurf_ActiveWorldEntity();
11823 surfaces = model->data_surfaces;
11824 update = model->brushq1.lightmapupdateflags;
11826 // update light styles on this submodel
11827 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11829 model_brush_lightstyleinfo_t *style;
11830 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11832 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11834 int *list = style->surfacelist;
11835 style->value = r_refdef.scene.lightstylevalue[style->style];
11836 for (j = 0;j < style->numsurfaces;j++)
11837 update[list[j]] = true;
11842 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11846 R_DrawDebugModel();
11847 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11853 rsurface.uselightmaptexture = false;
11854 rsurface.texture = NULL;
11855 rsurface.rtlight = NULL;
11856 numsurfacelist = 0;
11857 // add visible surfaces to draw list
11858 for (i = 0;i < model->nummodelsurfaces;i++)
11860 j = model->sortedmodelsurfaces[i];
11861 if (r_refdef.viewcache.world_surfacevisible[j])
11862 r_surfacelist[numsurfacelist++] = surfaces + j;
11864 // update lightmaps if needed
11865 if (model->brushq1.firstrender)
11867 model->brushq1.firstrender = false;
11868 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11870 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11874 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11875 if (r_refdef.viewcache.world_surfacevisible[j])
11877 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11879 // don't do anything if there were no surfaces
11880 if (!numsurfacelist)
11882 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11885 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11886 GL_AlphaTest(false);
11888 // add to stats if desired
11889 if (r_speeds.integer && !skysurfaces && !depthonly)
11891 r_refdef.stats.world_surfaces += numsurfacelist;
11892 for (j = 0;j < numsurfacelist;j++)
11893 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11896 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11899 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11901 int i, j, endj, f, flagsmask;
11903 dp_model_t *model = ent->model;
11904 msurface_t *surfaces;
11905 unsigned char *update;
11906 int numsurfacelist = 0;
11910 if (r_maxsurfacelist < model->num_surfaces)
11912 r_maxsurfacelist = model->num_surfaces;
11914 Mem_Free((msurface_t **)r_surfacelist);
11915 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11918 // if the model is static it doesn't matter what value we give for
11919 // wantnormals and wanttangents, so this logic uses only rules applicable
11920 // to a model, knowing that they are meaningless otherwise
11921 if (ent == r_refdef.scene.worldentity)
11922 RSurf_ActiveWorldEntity();
11923 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11924 RSurf_ActiveModelEntity(ent, false, false, false);
11926 RSurf_ActiveModelEntity(ent, true, true, true);
11927 else if (depthonly)
11928 RSurf_ActiveModelEntity(ent, false, false, false);
11931 switch (vid.renderpath)
11933 case RENDERPATH_GL20:
11934 case RENDERPATH_CGGL:
11935 RSurf_ActiveModelEntity(ent, true, true, false);
11937 case RENDERPATH_GL13:
11938 case RENDERPATH_GL11:
11939 RSurf_ActiveModelEntity(ent, true, false, false);
11944 surfaces = model->data_surfaces;
11945 update = model->brushq1.lightmapupdateflags;
11947 // update light styles
11948 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11950 model_brush_lightstyleinfo_t *style;
11951 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11953 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11955 int *list = style->surfacelist;
11956 style->value = r_refdef.scene.lightstylevalue[style->style];
11957 for (j = 0;j < style->numsurfaces;j++)
11958 update[list[j]] = true;
11963 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11967 R_DrawDebugModel();
11968 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11974 rsurface.uselightmaptexture = false;
11975 rsurface.texture = NULL;
11976 rsurface.rtlight = NULL;
11977 numsurfacelist = 0;
11978 // add visible surfaces to draw list
11979 for (i = 0;i < model->nummodelsurfaces;i++)
11980 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11981 // don't do anything if there were no surfaces
11982 if (!numsurfacelist)
11984 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11987 // update lightmaps if needed
11991 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11996 R_BuildLightMap(ent, surfaces + j);
12001 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12003 R_BuildLightMap(ent, surfaces + j);
12004 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12005 GL_AlphaTest(false);
12007 // add to stats if desired
12008 if (r_speeds.integer && !skysurfaces && !depthonly)
12010 r_refdef.stats.entities_surfaces += numsurfacelist;
12011 for (j = 0;j < numsurfacelist;j++)
12012 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12015 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12018 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12020 static texture_t texture;
12021 static msurface_t surface;
12022 const msurface_t *surfacelist = &surface;
12024 // fake enough texture and surface state to render this geometry
12026 texture.update_lastrenderframe = -1; // regenerate this texture
12027 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12028 texture.currentskinframe = skinframe;
12029 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12030 texture.specularscalemod = 1;
12031 texture.specularpowermod = 1;
12033 surface.texture = &texture;
12034 surface.num_triangles = numtriangles;
12035 surface.num_firsttriangle = firsttriangle;
12036 surface.num_vertices = numvertices;
12037 surface.num_firstvertex = firstvertex;
12040 rsurface.texture = R_GetCurrentTexture(surface.texture);
12041 rsurface.uselightmaptexture = false;
12042 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12045 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)
12047 static msurface_t surface;
12048 const msurface_t *surfacelist = &surface;
12050 // fake enough texture and surface state to render this geometry
12052 surface.texture = texture;
12053 surface.num_triangles = numtriangles;
12054 surface.num_firsttriangle = firsttriangle;
12055 surface.num_vertices = numvertices;
12056 surface.num_firstvertex = firstvertex;
12059 rsurface.texture = R_GetCurrentTexture(surface.texture);
12060 rsurface.uselightmaptexture = false;
12061 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);