2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
96 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"};
97 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"};
98 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
101 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
102 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"};
104 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
105 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
106 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
107 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
108 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
109 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
110 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
111 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
113 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)"};
114 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"};
116 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
123 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
124 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
126 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)"};
127 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
128 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
129 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
130 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
131 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)"};
132 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)"};
133 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)"};
134 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)"};
136 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)"};
137 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
138 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"};
139 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
140 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
142 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
143 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
144 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
145 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
147 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
148 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
149 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
150 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
151 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
152 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
153 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
155 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
156 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
157 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
158 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)"};
160 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"};
162 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"};
164 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
166 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
167 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
168 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"};
169 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
170 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
171 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
172 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
173 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)"};
175 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
177 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)"};
179 extern cvar_t v_glslgamma;
181 extern qboolean v_flipped_state;
183 static struct r_bloomstate_s
188 int bloomwidth, bloomheight;
190 int screentexturewidth, screentextureheight;
191 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
193 int bloomtexturewidth, bloomtextureheight;
194 rtexture_t *texture_bloom;
196 // arrays for rendering the screen passes
197 float screentexcoord2f[8];
198 float bloomtexcoord2f[8];
199 float offsettexcoord2f[8];
201 r_viewport_t viewport;
205 r_waterstate_t r_waterstate;
207 /// shadow volume bsp struct with automatically growing nodes buffer
210 rtexture_t *r_texture_blanknormalmap;
211 rtexture_t *r_texture_white;
212 rtexture_t *r_texture_grey128;
213 rtexture_t *r_texture_black;
214 rtexture_t *r_texture_notexture;
215 rtexture_t *r_texture_whitecube;
216 rtexture_t *r_texture_normalizationcube;
217 rtexture_t *r_texture_fogattenuation;
218 rtexture_t *r_texture_gammaramps;
219 unsigned int r_texture_gammaramps_serial;
220 //rtexture_t *r_texture_fogintensity;
221 rtexture_t *r_texture_reflectcube;
223 // TODO: hash lookups?
224 typedef struct cubemapinfo_s
231 int r_texture_numcubemaps;
232 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
234 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
235 unsigned int r_numqueries;
236 unsigned int r_maxqueries;
238 typedef struct r_qwskincache_s
240 char name[MAX_QPATH];
241 skinframe_t *skinframe;
245 static r_qwskincache_t *r_qwskincache;
246 static int r_qwskincache_size;
248 /// vertex coordinates for a quad that covers the screen exactly
249 const float r_screenvertex3f[12] =
257 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
260 for (i = 0;i < verts;i++)
271 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
274 for (i = 0;i < verts;i++)
284 // FIXME: move this to client?
287 if (gamemode == GAME_NEHAHRA)
289 Cvar_Set("gl_fogenable", "0");
290 Cvar_Set("gl_fogdensity", "0.2");
291 Cvar_Set("gl_fogred", "0.3");
292 Cvar_Set("gl_foggreen", "0.3");
293 Cvar_Set("gl_fogblue", "0.3");
295 r_refdef.fog_density = 0;
296 r_refdef.fog_red = 0;
297 r_refdef.fog_green = 0;
298 r_refdef.fog_blue = 0;
299 r_refdef.fog_alpha = 1;
300 r_refdef.fog_start = 0;
301 r_refdef.fog_end = 16384;
302 r_refdef.fog_height = 1<<30;
303 r_refdef.fog_fadedepth = 128;
306 static void R_BuildBlankTextures(void)
308 unsigned char data[4];
309 data[2] = 128; // normal X
310 data[1] = 128; // normal Y
311 data[0] = 255; // normal Z
312 data[3] = 128; // height
313 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
331 static void R_BuildNoTexture(void)
334 unsigned char pix[16][16][4];
335 // this makes a light grey/dark grey checkerboard texture
336 for (y = 0;y < 16;y++)
338 for (x = 0;x < 16;x++)
340 if ((y < 8) ^ (x < 8))
356 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
359 static void R_BuildWhiteCube(void)
361 unsigned char data[6*1*1*4];
362 memset(data, 255, sizeof(data));
363 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildNormalizationCube(void)
370 vec_t s, t, intensity;
373 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
374 for (side = 0;side < 6;side++)
376 for (y = 0;y < NORMSIZE;y++)
378 for (x = 0;x < NORMSIZE;x++)
380 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
416 intensity = 127.0f / sqrt(DotProduct(v, v));
417 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
418 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
419 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
420 data[((side*64+y)*64+x)*4+3] = 255;
424 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
428 static void R_BuildFogTexture(void)
432 unsigned char data1[FOGWIDTH][4];
433 //unsigned char data2[FOGWIDTH][4];
436 r_refdef.fogmasktable_start = r_refdef.fog_start;
437 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
438 r_refdef.fogmasktable_range = r_refdef.fogrange;
439 r_refdef.fogmasktable_density = r_refdef.fog_density;
441 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
442 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
444 d = (x * r - r_refdef.fogmasktable_start);
445 if(developer_extra.integer)
446 Con_DPrintf("%f ", d);
448 if (r_fog_exp2.integer)
449 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
451 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
452 if(developer_extra.integer)
453 Con_DPrintf(" : %f ", alpha);
454 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
455 if(developer_extra.integer)
456 Con_DPrintf(" = %f\n", alpha);
457 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
460 for (x = 0;x < FOGWIDTH;x++)
462 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
467 //data2[x][0] = 255 - b;
468 //data2[x][1] = 255 - b;
469 //data2[x][2] = 255 - b;
472 if (r_texture_fogattenuation)
474 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
475 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
479 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);
480 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
484 //=======================================================================================================================================================
486 static const char *builtinshaderstring =
487 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
488 "// written by Forest 'LordHavoc' Hale\n"
489 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
491 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
494 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
495 "#define USELIGHTMAP\n"
497 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
498 "#define USEEYEVECTOR\n"
501 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
502 "# extension GL_ARB_texture_rectangle : enable\n"
505 "#ifdef USESHADOWMAP2D\n"
506 "# ifdef GL_EXT_gpu_shader4\n"
507 "# extension GL_EXT_gpu_shader4 : enable\n"
509 "# ifdef GL_ARB_texture_gather\n"
510 "# extension GL_ARB_texture_gather : enable\n"
512 "# ifdef GL_AMD_texture_texture4\n"
513 "# extension GL_AMD_texture_texture4 : enable\n"
518 "#ifdef USESHADOWMAPCUBE\n"
519 "# extension GL_EXT_gpu_shader4 : enable\n"
522 "//#ifdef USESHADOWSAMPLER\n"
523 "//# extension GL_ARB_shadow : enable\n"
526 "//#ifdef __GLSL_CG_DATA_TYPES\n"
527 "//# define myhalf half\n"
528 "//# define myhalf2 half2\n"
529 "//# define myhalf3 half3\n"
530 "//# define myhalf4 half4\n"
532 "# define myhalf float\n"
533 "# define myhalf2 vec2\n"
534 "# define myhalf3 vec3\n"
535 "# define myhalf4 vec4\n"
538 "#ifdef VERTEX_SHADER\n"
539 "uniform mat4 ModelViewProjectionMatrix;\n"
542 "#ifdef MODE_DEPTH_OR_SHADOW\n"
543 "#ifdef VERTEX_SHADER\n"
546 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
549 "#else // !MODE_DEPTH_ORSHADOW\n"
554 "#ifdef MODE_SHOWDEPTH\n"
555 "#ifdef VERTEX_SHADER\n"
558 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
559 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
563 "#ifdef FRAGMENT_SHADER\n"
566 " gl_FragColor = gl_Color;\n"
569 "#else // !MODE_SHOWDEPTH\n"
574 "#ifdef MODE_POSTPROCESS\n"
575 "varying vec2 TexCoord1;\n"
576 "varying vec2 TexCoord2;\n"
578 "#ifdef VERTEX_SHADER\n"
581 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
582 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
584 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "uniform sampler2D Texture_First;\n"
592 "uniform sampler2D Texture_Second;\n"
594 "#ifdef USEGAMMARAMPS\n"
595 "uniform sampler2D Texture_GammaRamps;\n"
597 "#ifdef USESATURATION\n"
598 "uniform float Saturation;\n"
600 "#ifdef USEVIEWTINT\n"
601 "uniform vec4 ViewTintColor;\n"
603 "//uncomment these if you want to use them:\n"
604 "uniform vec4 UserVec1;\n"
605 "// uniform vec4 UserVec2;\n"
606 "// uniform vec4 UserVec3;\n"
607 "// uniform vec4 UserVec4;\n"
608 "// uniform float ClientTime;\n"
609 "uniform vec2 PixelSize;\n"
612 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
614 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
616 "#ifdef USEVIEWTINT\n"
617 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
620 "#ifdef USEPOSTPROCESSING\n"
621 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
622 "// 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"
623 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
624 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
625 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
626 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
627 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
628 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
631 "#ifdef USESATURATION\n"
632 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
633 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
634 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
635 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
638 "#ifdef USEGAMMARAMPS\n"
639 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
640 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
641 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
645 "#else // !MODE_POSTPROCESS\n"
650 "#ifdef MODE_GENERIC\n"
651 "#ifdef USEDIFFUSE\n"
652 "varying vec2 TexCoord1;\n"
654 "#ifdef USESPECULAR\n"
655 "varying vec2 TexCoord2;\n"
657 "#ifdef VERTEX_SHADER\n"
660 " gl_FrontColor = gl_Color;\n"
661 "#ifdef USEDIFFUSE\n"
662 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#ifdef USESPECULAR\n"
665 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
667 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "#ifdef USEDIFFUSE\n"
673 "uniform sampler2D Texture_First;\n"
675 "#ifdef USESPECULAR\n"
676 "uniform sampler2D Texture_Second;\n"
681 " gl_FragColor = gl_Color;\n"
682 "#ifdef USEDIFFUSE\n"
683 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
686 "#ifdef USESPECULAR\n"
687 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
688 "# ifdef USECOLORMAPPING\n"
689 " gl_FragColor *= tex2;\n"
692 " gl_FragColor += tex2;\n"
694 "# ifdef USEVERTEXTEXTUREBLEND\n"
695 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
700 "#else // !MODE_GENERIC\n"
705 "#ifdef MODE_BLOOMBLUR\n"
706 "varying TexCoord;\n"
707 "#ifdef VERTEX_SHADER\n"
710 " gl_FrontColor = gl_Color;\n"
711 " TexCoord = gl_MultiTexCoord0.xy;\n"
712 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
716 "#ifdef FRAGMENT_SHADER\n"
717 "uniform sampler2D Texture_First;\n"
718 "uniform vec4 BloomBlur_Parameters;\n"
723 " vec2 tc = TexCoord;\n"
724 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
725 " tc += BloomBlur_Parameters.xy;\n"
726 " for (i = 1;i < SAMPLES;i++)\n"
728 " color += texture2D(Texture_First, tc).rgb;\n"
729 " tc += BloomBlur_Parameters.xy;\n"
731 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
734 "#else // !MODE_BLOOMBLUR\n"
735 "#ifdef MODE_REFRACTION\n"
736 "varying vec2 TexCoord;\n"
737 "varying vec4 ModelViewProjectionPosition;\n"
738 "uniform mat4 TexMatrix;\n"
739 "#ifdef VERTEX_SHADER\n"
743 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
744 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 " ModelViewProjectionPosition = gl_Position;\n"
749 "#ifdef FRAGMENT_SHADER\n"
750 "uniform sampler2D Texture_Normal;\n"
751 "uniform sampler2D Texture_Refraction;\n"
752 "uniform sampler2D Texture_Reflection;\n"
754 "uniform vec4 DistortScaleRefractReflect;\n"
755 "uniform vec4 ScreenScaleRefractReflect;\n"
756 "uniform vec4 ScreenCenterRefractReflect;\n"
757 "uniform vec4 RefractColor;\n"
758 "uniform vec4 ReflectColor;\n"
759 "uniform float ReflectFactor;\n"
760 "uniform float ReflectOffset;\n"
764 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
765 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
768 " // FIXME temporary hack to detect the case that the reflection\n"
769 " // gets blackened at edges due to leaving the area that contains actual\n"
771 " // Remove this 'ack once we have a better way to stop this thing from\n"
773 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
774 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
775 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
776 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
777 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
778 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
781 "#else // !MODE_REFRACTION\n"
786 "#ifdef MODE_WATER\n"
787 "varying vec2 TexCoord;\n"
788 "varying vec3 EyeVector;\n"
789 "varying vec4 ModelViewProjectionPosition;\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform vec3 EyePosition;\n"
792 "uniform mat4 TexMatrix;\n"
796 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
797 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
798 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
799 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
800 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
801 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
806 "#ifdef FRAGMENT_SHADER\n"
807 "uniform sampler2D Texture_Normal;\n"
808 "uniform sampler2D Texture_Refraction;\n"
809 "uniform sampler2D Texture_Reflection;\n"
811 "uniform vec4 DistortScaleRefractReflect;\n"
812 "uniform vec4 ScreenScaleRefractReflect;\n"
813 "uniform vec4 ScreenCenterRefractReflect;\n"
814 "uniform vec4 RefractColor;\n"
815 "uniform vec4 ReflectColor;\n"
816 "uniform float ReflectFactor;\n"
817 "uniform float ReflectOffset;\n"
821 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
822 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
825 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 " // FIXME temporary hack to detect the case that the reflection\n"
827 " // gets blackened at edges due to leaving the area that contains actual\n"
829 " // Remove this 'ack once we have a better way to stop this thing from\n"
831 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
836 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
837 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
838 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
839 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
840 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
841 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
842 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
845 "#else // !MODE_WATER\n"
850 "// common definitions between vertex shader and fragment shader:\n"
852 "varying vec2 TexCoord;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "varying vec2 TexCoord2;\n"
856 "#ifdef USELIGHTMAP\n"
857 "varying vec2 TexCoordLightmap;\n"
860 "#ifdef MODE_LIGHTSOURCE\n"
861 "varying vec3 CubeVector;\n"
864 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
865 "varying vec3 LightVector;\n"
868 "#ifdef USEEYEVECTOR\n"
869 "varying vec3 EyeVector;\n"
872 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
875 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
876 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
877 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
878 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
881 "#ifdef USEREFLECTION\n"
882 "varying vec4 ModelViewProjectionPosition;\n"
884 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "varying vec4 ModelViewPosition;\n"
889 "#ifdef MODE_LIGHTSOURCE\n"
890 "uniform vec3 LightPosition;\n"
892 "uniform vec3 EyePosition;\n"
893 "#ifdef MODE_LIGHTDIRECTION\n"
894 "uniform vec3 LightDir;\n"
896 "uniform vec4 FogPlane;\n"
898 "#ifdef USESHADOWMAPORTHO\n"
899 "varying vec3 ShadowMapTC;\n"
906 "// 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"
908 "// fragment shader specific:\n"
909 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Color;\n"
913 "uniform sampler2D Texture_Gloss;\n"
915 "uniform sampler2D Texture_Glow;\n"
917 "#ifdef USEVERTEXTEXTUREBLEND\n"
918 "uniform sampler2D Texture_SecondaryNormal;\n"
919 "uniform sampler2D Texture_SecondaryColor;\n"
920 "uniform sampler2D Texture_SecondaryGloss;\n"
922 "uniform sampler2D Texture_SecondaryGlow;\n"
925 "#ifdef USECOLORMAPPING\n"
926 "uniform sampler2D Texture_Pants;\n"
927 "uniform sampler2D Texture_Shirt;\n"
930 "uniform sampler2D Texture_FogMask;\n"
932 "#ifdef USELIGHTMAP\n"
933 "uniform sampler2D Texture_Lightmap;\n"
935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
936 "uniform sampler2D Texture_Deluxemap;\n"
938 "#ifdef USEREFLECTION\n"
939 "uniform sampler2D Texture_Reflection;\n"
942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
943 "uniform sampler2D Texture_ScreenDepth;\n"
944 "uniform sampler2D Texture_ScreenNormalMap;\n"
946 "#ifdef USEDEFERREDLIGHTMAP\n"
947 "uniform sampler2D Texture_ScreenDiffuse;\n"
948 "uniform sampler2D Texture_ScreenSpecular;\n"
951 "uniform myhalf3 Color_Pants;\n"
952 "uniform myhalf3 Color_Shirt;\n"
953 "uniform myhalf3 FogColor;\n"
956 "uniform float FogRangeRecip;\n"
957 "uniform float FogPlaneViewDist;\n"
958 "uniform float FogHeightFade;\n"
959 "float FogVertex(void)\n"
961 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
962 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
964 "#ifdef USEFOGOUTSIDE\n"
965 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
967 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
969 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
973 "#ifdef USEOFFSETMAPPING\n"
974 "uniform float OffsetMapping_Scale;\n"
975 "vec2 OffsetMapping(vec2 TexCoord)\n"
977 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
978 " // 14 sample relief mapping: linear search and then binary search\n"
979 " // this basically steps forward a small amount repeatedly until it finds\n"
980 " // itself inside solid, then jitters forward and back using decreasing\n"
981 " // amounts to find the impact\n"
982 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
983 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 " vec3 RT = vec3(TexCoord, 1);\n"
986 " OffsetVector *= 0.1;\n"
987 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
997 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
998 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
999 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1000 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1003 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1004 " // this basically moves forward the full distance, and then backs up based\n"
1005 " // on height of samples\n"
1006 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1007 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 " TexCoord += OffsetVector;\n"
1010 " OffsetVector *= 0.333;\n"
1011 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 " return TexCoord;\n"
1017 "#endif // USEOFFSETMAPPING\n"
1019 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1020 "uniform sampler2D Texture_Attenuation;\n"
1021 "uniform samplerCube Texture_Cube;\n"
1024 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1026 "#ifdef USESHADOWMAPRECT\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1030 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1034 "#ifdef USESHADOWMAP2D\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1038 "uniform sampler2D Texture_ShadowMap2D;\n"
1042 "#ifdef USESHADOWMAPVSDCT\n"
1043 "uniform samplerCube Texture_CubeProjection;\n"
1046 "#ifdef USESHADOWMAPCUBE\n"
1047 "# ifdef USESHADOWSAMPLER\n"
1048 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1050 "uniform samplerCube Texture_ShadowMapCube;\n"
1054 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1055 "uniform vec2 ShadowMap_TextureScale;\n"
1056 "uniform vec4 ShadowMap_Parameters;\n"
1059 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1060 "# ifdef USESHADOWMAPORTHO\n"
1061 "# define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1063 "# ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1066 " vec3 adir = abs(dir);\n"
1067 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1068 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1069 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1070 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1071 " stc.z += ShadowMap_Parameters.z;\n"
1075 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1077 " vec3 adir = abs(dir);\n"
1081 " if (adir.x > adir.y)\n"
1083 " if (adir.x > adir.z) // X\n"
1087 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1093 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1098 " if (adir.y > adir.z) // Y\n"
1102 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1108 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1112 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1113 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1114 " stc.z += ShadowMap_Parameters.z;\n"
1119 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1121 "#ifdef USESHADOWMAPCUBE\n"
1122 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1124 " vec3 adir = abs(dir);\n"
1125 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1129 "# ifdef USESHADOWMAPRECT\n"
1130 "float ShadowMapCompare(vec3 dir)\n"
1132 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1134 "# ifdef USESHADOWSAMPLER\n"
1136 "# ifdef USESHADOWMAPPCF\n"
1137 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1138 " 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"
1140 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1145 "# ifdef USESHADOWMAPPCF\n"
1146 "# if USESHADOWMAPPCF > 1\n"
1147 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1148 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1149 " 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"
1150 " 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"
1151 " 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"
1152 " 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"
1153 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1154 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1156 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1157 " vec2 offset = fract(shadowmaptc.xy);\n"
1158 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1159 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1160 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1161 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1162 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1165 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1169 "# ifdef USESHADOWMAPORTHO\n"
1170 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1177 "# ifdef USESHADOWMAP2D\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1180 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1183 "# ifdef USESHADOWSAMPLER\n"
1184 "# ifdef USESHADOWMAPPCF\n"
1185 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1186 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1187 " 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"
1189 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1192 "# ifdef USESHADOWMAPPCF\n"
1193 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1194 "# ifdef GL_ARB_texture_gather\n"
1195 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1197 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1199 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 " center *= ShadowMap_TextureScale;\n"
1201 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1202 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1203 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1204 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1205 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1206 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1207 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1209 "# ifdef GL_EXT_gpu_shader4\n"
1210 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1212 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1216 " center *= ShadowMap_TextureScale;\n"
1217 " 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"
1218 " 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"
1219 " 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"
1220 " 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"
1221 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1222 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1224 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1225 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1226 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1227 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1228 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1229 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1233 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1236 "# ifdef USESHADOWMAPORTHO\n"
1237 " return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1244 "# ifdef USESHADOWMAPCUBE\n"
1245 "float ShadowMapCompare(vec3 dir)\n"
1247 " // apply depth texture cubemap as light filter\n"
1248 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1250 "# ifdef USESHADOWSAMPLER\n"
1251 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1253 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1258 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1259 "#endif // FRAGMENT_SHADER\n"
1264 "#ifdef MODE_DEFERREDGEOMETRY\n"
1265 "#ifdef VERTEX_SHADER\n"
1266 "uniform mat4 TexMatrix;\n"
1267 "#ifdef USEVERTEXTEXTUREBLEND\n"
1268 "uniform mat4 BackgroundTexMatrix;\n"
1270 "uniform mat4 ModelViewMatrix;\n"
1273 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 " gl_FrontColor = gl_Color;\n"
1276 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1279 " // transform unnormalized eye direction into tangent space\n"
1280 "#ifdef USEOFFSETMAPPING\n"
1281 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1282 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1283 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1284 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1287 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1288 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1289 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1290 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1292 "#endif // VERTEX_SHADER\n"
1294 "#ifdef FRAGMENT_SHADER\n"
1297 "#ifdef USEOFFSETMAPPING\n"
1298 " // apply offsetmapping\n"
1299 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1300 "#define TexCoord TexCoordOffset\n"
1303 "#ifdef USEALPHAKILL\n"
1304 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1308 "#ifdef USEVERTEXTEXTUREBLEND\n"
1309 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1310 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1311 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1312 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1315 "#ifdef USEVERTEXTEXTUREBLEND\n"
1316 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1317 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1319 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1320 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1323 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1325 "#endif // FRAGMENT_SHADER\n"
1326 "#else // !MODE_DEFERREDGEOMETRY\n"
1331 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1332 "#ifdef VERTEX_SHADER\n"
1333 "uniform mat4 ModelViewMatrix;\n"
1336 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1337 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1339 "#endif // VERTEX_SHADER\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1342 "uniform mat4 ViewToLight;\n"
1343 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1344 "uniform vec2 ScreenToDepth;\n"
1345 "uniform myhalf3 DeferredColor_Ambient;\n"
1346 "uniform myhalf3 DeferredColor_Diffuse;\n"
1347 "#ifdef USESPECULAR\n"
1348 "uniform myhalf3 DeferredColor_Specular;\n"
1349 "uniform myhalf SpecularPower;\n"
1351 "uniform myhalf2 PixelToScreenTexCoord;\n"
1354 " // calculate viewspace pixel position\n"
1355 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1357 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1358 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1359 " // decode viewspace pixel normal\n"
1360 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1361 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1362 " // surfacenormal = pixel normal in viewspace\n"
1363 " // LightVector = pixel to light in viewspace\n"
1364 " // CubeVector = position in lightspace\n"
1365 " // eyevector = pixel to view in viewspace\n"
1366 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1367 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1368 "#ifdef USEDIFFUSE\n"
1369 " // calculate diffuse shading\n"
1370 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1371 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1373 "#ifdef USESPECULAR\n"
1374 " // calculate directional shading\n"
1375 " vec3 eyevector = position * -1.0;\n"
1376 "# ifdef USEEXACTSPECULARMATH\n"
1377 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1379 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1380 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1384 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1385 " fade *= ShadowMapCompare(CubeVector);\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1391 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1393 "#ifdef USESPECULAR\n"
1394 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1396 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1399 "# ifdef USECUBEFILTER\n"
1400 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1401 " gl_FragData[0].rgb *= cubecolor;\n"
1402 " gl_FragData[1].rgb *= cubecolor;\n"
1405 "#endif // FRAGMENT_SHADER\n"
1406 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1411 "#ifdef VERTEX_SHADER\n"
1412 "uniform mat4 TexMatrix;\n"
1413 "#ifdef USEVERTEXTEXTUREBLEND\n"
1414 "uniform mat4 BackgroundTexMatrix;\n"
1416 "#ifdef MODE_LIGHTSOURCE\n"
1417 "uniform mat4 ModelToLight;\n"
1419 "#ifdef USESHADOWMAPORTHO\n"
1420 "uniform mat4 ShadowMapMatrix;\n"
1424 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1425 " gl_FrontColor = gl_Color;\n"
1427 " // copy the surface texcoord\n"
1428 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1429 "#ifdef USEVERTEXTEXTUREBLEND\n"
1430 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1432 "#ifdef USELIGHTMAP\n"
1433 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 " // transform vertex position into light attenuation/cubemap space\n"
1438 " // (-1 to +1 across the light box)\n"
1439 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1441 "# ifdef USEDIFFUSE\n"
1442 " // transform unnormalized light direction into tangent space\n"
1443 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1444 " // normalize it per pixel)\n"
1445 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1446 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1447 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1448 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1452 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1453 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1454 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1455 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1458 " // transform unnormalized eye direction into tangent space\n"
1459 "#ifdef USEEYEVECTOR\n"
1460 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1461 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1462 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1463 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1467 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1468 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1471 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1472 " VectorS = gl_MultiTexCoord1.xyz;\n"
1473 " VectorT = gl_MultiTexCoord2.xyz;\n"
1474 " VectorR = gl_MultiTexCoord3.xyz;\n"
1477 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1478 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1480 "#ifdef USESHADOWMAPORTHO\n"
1481 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1484 "#ifdef USEREFLECTION\n"
1485 " ModelViewProjectionPosition = gl_Position;\n"
1488 "#endif // VERTEX_SHADER\n"
1493 "#ifdef FRAGMENT_SHADER\n"
1494 "#ifdef USEDEFERREDLIGHTMAP\n"
1495 "uniform myhalf2 PixelToScreenTexCoord;\n"
1496 "uniform myhalf3 DeferredMod_Diffuse;\n"
1497 "uniform myhalf3 DeferredMod_Specular;\n"
1499 "uniform myhalf3 Color_Ambient;\n"
1500 "uniform myhalf3 Color_Diffuse;\n"
1501 "uniform myhalf3 Color_Specular;\n"
1502 "uniform myhalf SpecularPower;\n"
1504 "uniform myhalf3 Color_Glow;\n"
1506 "uniform myhalf Alpha;\n"
1507 "#ifdef USEREFLECTION\n"
1508 "uniform vec4 DistortScaleRefractReflect;\n"
1509 "uniform vec4 ScreenScaleRefractReflect;\n"
1510 "uniform vec4 ScreenCenterRefractReflect;\n"
1511 "uniform myhalf4 ReflectColor;\n"
1513 "#ifdef USEREFLECTCUBE\n"
1514 "uniform mat4 ModelToReflectCube;\n"
1515 "uniform sampler2D Texture_ReflectMask;\n"
1516 "uniform samplerCube Texture_ReflectCube;\n"
1518 "#ifdef MODE_LIGHTDIRECTION\n"
1519 "uniform myhalf3 LightColor;\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 "uniform myhalf3 LightColor;\n"
1526 "#ifdef USEOFFSETMAPPING\n"
1527 " // apply offsetmapping\n"
1528 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1529 "#define TexCoord TexCoordOffset\n"
1532 " // combine the diffuse textures (base, pants, shirt)\n"
1533 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1534 "#ifdef USEALPHAKILL\n"
1535 " if (color.a < 0.5)\n"
1538 " color.a *= Alpha;\n"
1539 "#ifdef USECOLORMAPPING\n"
1540 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1542 "#ifdef USEVERTEXTEXTUREBLEND\n"
1543 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1544 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1545 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1546 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1548 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1551 " // get the surface normal\n"
1552 "#ifdef USEVERTEXTEXTUREBLEND\n"
1553 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1555 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1558 " // get the material colors\n"
1559 " myhalf3 diffusetex = color.rgb;\n"
1560 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1561 "# ifdef USEVERTEXTEXTUREBLEND\n"
1562 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1564 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1570 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1571 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1572 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1578 "#ifdef MODE_LIGHTSOURCE\n"
1579 " // light source\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1583 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1584 "#ifdef USESPECULAR\n"
1585 "#ifdef USEEXACTSPECULARMATH\n"
1586 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1588 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1589 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1591 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1594 " color.rgb = diffusetex * Color_Ambient;\n"
1596 " color.rgb *= LightColor;\n"
1597 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1598 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1599 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1601 "# ifdef USECUBEFILTER\n"
1602 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1604 "#endif // MODE_LIGHTSOURCE\n"
1609 "#ifdef MODE_LIGHTDIRECTION\n"
1611 "#ifdef USEDIFFUSE\n"
1612 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1614 "#define lightcolor LightColor\n"
1615 "#endif // MODE_LIGHTDIRECTION\n"
1616 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1618 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1619 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1620 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1621 " // convert modelspace light vector to tangentspace\n"
1622 " myhalf3 lightnormal;\n"
1623 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1624 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1625 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1626 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1627 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1628 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1629 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1630 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1631 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1632 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1633 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1634 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1635 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1636 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1637 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1639 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1640 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1641 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 "#ifdef MODE_LIGHTMAP\n"
1648 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1649 "#endif // MODE_LIGHTMAP\n"
1650 "#ifdef MODE_VERTEXCOLOR\n"
1651 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1652 "#endif // MODE_VERTEXCOLOR\n"
1653 "#ifdef MODE_FLATCOLOR\n"
1654 " color.rgb = diffusetex * Color_Ambient;\n"
1655 "#endif // MODE_FLATCOLOR\n"
1661 "# ifdef USEDIFFUSE\n"
1662 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1663 "# ifdef USESPECULAR\n"
1664 "# ifdef USEEXACTSPECULARMATH\n"
1665 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1667 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1668 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1670 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1672 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1675 " color.rgb = diffusetex * Color_Ambient;\n"
1679 "#ifdef USESHADOWMAPORTHO\n"
1680 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1683 "#ifdef USEDEFERREDLIGHTMAP\n"
1684 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1685 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1686 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1690 "#ifdef USEVERTEXTEXTUREBLEND\n"
1691 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1693 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1698 "#ifdef MODE_LIGHTSOURCE\n"
1699 " color.rgb *= myhalf(FogVertex());\n"
1701 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1705 " // 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"
1706 "#ifdef USEREFLECTION\n"
1707 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1708 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1709 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1710 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1711 " // FIXME temporary hack to detect the case that the reflection\n"
1712 " // gets blackened at edges due to leaving the area that contains actual\n"
1714 " // Remove this 'ack once we have a better way to stop this thing from\n"
1716 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1717 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1718 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1719 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1720 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1721 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1724 " gl_FragColor = vec4(color);\n"
1726 "#endif // FRAGMENT_SHADER\n"
1728 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1729 "#endif // !MODE_DEFERREDGEOMETRY\n"
1730 "#endif // !MODE_WATER\n"
1731 "#endif // !MODE_REFRACTION\n"
1732 "#endif // !MODE_BLOOMBLUR\n"
1733 "#endif // !MODE_GENERIC\n"
1734 "#endif // !MODE_POSTPROCESS\n"
1735 "#endif // !MODE_SHOWDEPTH\n"
1736 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1740 =========================================================================================================================================================
1744 =========================================================================================================================================================
1748 =========================================================================================================================================================
1752 =========================================================================================================================================================
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1767 const char *builtincgshaderstring =
1768 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1769 "// written by Forest 'LordHavoc' Hale\n"
1770 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1772 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1775 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1776 "#define USELIGHTMAP\n"
1778 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1779 "#define USEEYEVECTOR\n"
1782 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1783 "#ifdef VERTEX_SHADER\n"
1786 "float4 gl_Vertex : POSITION,\n"
1787 "uniform float4x4 ModelViewProjectionMatrix,\n"
1788 "out float4 gl_Position : POSITION\n"
1791 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1794 "#else // !MODE_DEPTH_ORSHADOW\n"
1799 "#ifdef MODE_SHOWDEPTH\n"
1800 "#ifdef VERTEX_SHADER\n"
1803 "float4 gl_Vertex : POSITION,\n"
1804 "uniform float4x4 ModelViewProjectionMatrix,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float4 gl_FrontColor : COLOR0\n"
1809 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1814 "#ifdef FRAGMENT_SHADER\n"
1817 "float4 gl_FrontColor : COLOR0,\n"
1818 "out float4 gl_FragColor : COLOR\n"
1821 " gl_FragColor = gl_FrontColor;\n"
1824 "#else // !MODE_SHOWDEPTH\n"
1829 "#ifdef MODE_POSTPROCESS\n"
1831 "#ifdef VERTEX_SHADER\n"
1834 "float4 gl_Vertex : POSITION,\n"
1835 "uniform float4x4 ModelViewProjectionMatrix,\n"
1836 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1837 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1838 "out float4 gl_Position : POSITION,\n"
1839 "out float2 TexCoord1 : TEXCOORD0,\n"
1840 "out float2 TexCoord2 : TEXCOORD1\n"
1843 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1844 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1846 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1854 "float2 TexCoord1 : TEXCOORD0,\n"
1855 "float2 TexCoord2 : TEXCOORD1,\n"
1856 "uniform sampler2D Texture_First,\n"
1858 "uniform sampler2D Texture_Second,\n"
1860 "#ifdef USEGAMMARAMPS\n"
1861 "uniform sampler2D Texture_GammaRamps,\n"
1863 "#ifdef USESATURATION\n"
1864 "uniform float Saturation,\n"
1866 "#ifdef USEVIEWTINT\n"
1867 "uniform float4 ViewTintColor,\n"
1869 "uniform float4 UserVec1,\n"
1870 "uniform float4 UserVec2,\n"
1871 "uniform float4 UserVec3,\n"
1872 "uniform float4 UserVec4,\n"
1873 "uniform float ClientTime,\n"
1874 "uniform float2 PixelSize,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1878 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1880 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1882 "#ifdef USEVIEWTINT\n"
1883 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1886 "#ifdef USEPOSTPROCESSING\n"
1887 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1888 "// 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"
1889 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1890 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1891 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1892 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1893 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1894 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1897 "#ifdef USESATURATION\n"
1898 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1899 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1900 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1901 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1904 "#ifdef USEGAMMARAMPS\n"
1905 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1906 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1907 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1911 "#else // !MODE_POSTPROCESS\n"
1916 "#ifdef MODE_GENERIC\n"
1917 "#ifdef VERTEX_SHADER\n"
1920 "float4 gl_Vertex : POSITION,\n"
1921 "uniform float4x4 ModelViewProjectionMatrix,\n"
1922 "float4 gl_Color : COLOR0,\n"
1923 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1924 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR,\n"
1927 "out float2 TexCoord1 : TEXCOORD0,\n"
1928 "out float2 TexCoord2 : TEXCOORD1\n"
1931 " gl_FrontColor = gl_Color;\n"
1932 "#ifdef USEDIFFUSE\n"
1933 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1935 "#ifdef USESPECULAR\n"
1936 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1938 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1946 "float4 gl_FrontColor : COLOR,\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "#ifdef USEDIFFUSE\n"
1950 "uniform sampler2D Texture_First,\n"
1952 "#ifdef USESPECULAR\n"
1953 "uniform sampler2D Texture_Second,\n"
1955 "out float4 gl_FragColor : COLOR\n"
1958 " gl_FragColor = gl_FrontColor;\n"
1959 "#ifdef USEDIFFUSE\n"
1960 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1963 "#ifdef USESPECULAR\n"
1964 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1965 "# ifdef USECOLORMAPPING\n"
1966 " gl_FragColor *= tex2;\n"
1969 " gl_FragColor += tex2;\n"
1971 "# ifdef USEVERTEXTEXTUREBLEND\n"
1972 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1977 "#else // !MODE_GENERIC\n"
1982 "#ifdef MODE_BLOOMBLUR\n"
1983 "#ifdef VERTEX_SHADER\n"
1986 "float4 gl_Vertex : POSITION,\n"
1987 "uniform float4x4 ModelViewProjectionMatrix,\n"
1988 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1989 "out float4 gl_Position : POSITION,\n"
1990 "out float2 TexCoord : TEXCOORD0\n"
1993 " TexCoord = gl_MultiTexCoord0.xy;\n"
1994 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1998 "#ifdef FRAGMENT_SHADER\n"
2002 "float2 TexCoord : TEXCOORD0,\n"
2003 "uniform sampler2D Texture_First,\n"
2004 "uniform float4 BloomBlur_Parameters,\n"
2005 "out float4 gl_FragColor : COLOR\n"
2009 " float2 tc = TexCoord;\n"
2010 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2011 " tc += BloomBlur_Parameters.xy;\n"
2012 " for (i = 1;i < SAMPLES;i++)\n"
2014 " color += tex2D(Texture_First, tc).rgb;\n"
2015 " tc += BloomBlur_Parameters.xy;\n"
2017 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2020 "#else // !MODE_BLOOMBLUR\n"
2021 "#ifdef MODE_REFRACTION\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "uniform float4x4 TexMatrix,\n"
2029 "uniform float3 EyePosition,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float2 TexCoord : TEXCOORD0,\n"
2032 "out float3 EyeVector : TEXCOORD1,\n"
2033 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2036 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2037 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2038 " ModelViewProjectionPosition = gl_Position;\n"
2042 "#ifdef FRAGMENT_SHADER\n"
2045 "float2 TexCoord : TEXCOORD0,\n"
2046 "float3 EyeVector : TEXCOORD1,\n"
2047 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2048 "uniform sampler2D Texture_Normal,\n"
2049 "uniform sampler2D Texture_Refraction,\n"
2050 "uniform sampler2D Texture_Reflection,\n"
2051 "uniform float4 DistortScaleRefractReflect,\n"
2052 "uniform float4 ScreenScaleRefractReflect,\n"
2053 "uniform float4 ScreenCenterRefractReflect,\n"
2054 "uniform float4 RefractColor,\n"
2055 "out float4 gl_FragColor : COLOR\n"
2058 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2059 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2061 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2062 " // FIXME temporary hack to detect the case that the reflection\n"
2063 " // gets blackened at edges due to leaving the area that contains actual\n"
2065 " // Remove this 'ack once we have a better way to stop this thing from\n"
2067 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2070 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2071 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2072 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2075 "#else // !MODE_REFRACTION\n"
2080 "#ifdef MODE_WATER\n"
2081 "#ifdef VERTEX_SHADER\n"
2085 "float4 gl_Vertex : POSITION,\n"
2086 "uniform float4x4 ModelViewProjectionMatrix,\n"
2087 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2088 "uniform float4x4 TexMatrix,\n"
2089 "uniform float3 EyePosition,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0,\n"
2092 "out float3 EyeVector : TEXCOORD1,\n"
2093 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2096 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2097 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2098 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2099 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2100 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2101 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 " ModelViewProjectionPosition = gl_Position;\n"
2106 "#ifdef FRAGMENT_SHADER\n"
2109 "float2 TexCoord : TEXCOORD0,\n"
2110 "float3 EyeVector : TEXCOORD1,\n"
2111 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2112 "uniform sampler2D Texture_Normal,\n"
2113 "uniform sampler2D Texture_Refraction,\n"
2114 "uniform sampler2D Texture_Reflection,\n"
2115 "uniform float4 DistortScaleRefractReflect,\n"
2116 "uniform float4 ScreenScaleRefractReflect,\n"
2117 "uniform float4 ScreenCenterRefractReflect,\n"
2118 "uniform float4 RefractColor,\n"
2119 "uniform float4 ReflectColor,\n"
2120 "uniform float ReflectFactor,\n"
2121 "uniform float ReflectOffset,\n"
2122 "out float4 gl_FragColor : COLOR\n"
2125 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2126 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2128 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2129 " // FIXME temporary hack to detect the case that the reflection\n"
2130 " // gets blackened at edges due to leaving the area that contains actual\n"
2132 " // Remove this 'ack once we have a better way to stop this thing from\n"
2134 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2135 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2136 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2137 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2138 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2139 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2140 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2143 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2144 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2145 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2148 "#else // !MODE_WATER\n"
2153 "// 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"
2155 "// fragment shader specific:\n"
2156 "#ifdef FRAGMENT_SHADER\n"
2159 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2162 "#ifdef USEFOGOUTSIDE\n"
2163 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2165 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2167 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2171 "#ifdef USEOFFSETMAPPING\n"
2172 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2174 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2175 " // 14 sample relief mapping: linear search and then binary search\n"
2176 " // this basically steps forward a small amount repeatedly until it finds\n"
2177 " // itself inside solid, then jitters forward and back using decreasing\n"
2178 " // amounts to find the impact\n"
2179 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2180 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2182 " float3 RT = float3(TexCoord, 1);\n"
2183 " OffsetVector *= 0.1;\n"
2184 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2193 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2194 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2195 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2196 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2197 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2200 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2201 " // this basically moves forward the full distance, and then backs up based\n"
2202 " // on height of samples\n"
2203 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2204 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2205 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2206 " TexCoord += OffsetVector;\n"
2207 " OffsetVector *= 0.333;\n"
2208 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2211 " return TexCoord;\n"
2214 "#endif // USEOFFSETMAPPING\n"
2216 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2217 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2218 "# ifdef USESHADOWMAPORTHO\n"
2219 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2221 "# ifdef USESHADOWMAPVSDCT\n"
2222 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2224 " float3 adir = abs(dir);\n"
2225 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2226 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2227 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2228 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2229 " stc.z += ShadowMap_Parameters.z;\n"
2233 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2235 " float3 adir = abs(dir);\n"
2239 " if (adir.x > adir.y)\n"
2241 " if (adir.x > adir.z) // X\n"
2245 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2251 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2256 " if (adir.y > adir.z) // Y\n"
2260 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2266 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2270 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2271 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2272 " stc.z += ShadowMap_Parameters.z;\n"
2277 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2279 "#ifdef USESHADOWMAPCUBE\n"
2280 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2282 " float3 adir = abs(dir);\n"
2283 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2287 "# ifdef USESHADOWMAPRECT\n"
2288 "#ifdef USESHADOWMAPVSDCT\n"
2289 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2291 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2294 "#ifdef USESHADOWMAPVSDCT\n"
2295 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2297 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2300 "# ifdef USESHADOWSAMPLER\n"
2302 "# ifdef USESHADOWMAPPCF\n"
2303 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2304 " 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"
2306 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2311 "# ifdef USESHADOWMAPPCF\n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2314 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " 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"
2319 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2320 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2323 " float2 offset = frac(shadowmaptc.xy);\n"
2324 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2325 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2326 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2327 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2328 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2335 "# ifdef USESHADOWMAPORTHO\n"
2336 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2343 "# ifdef USESHADOWMAP2D\n"
2344 "#ifdef USESHADOWMAPVSDCT\n"
2345 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2347 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2350 "#ifdef USESHADOWMAPVSDCT\n"
2351 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2353 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2357 "# ifdef USESHADOWSAMPLER\n"
2358 "# ifdef USESHADOWMAPPCF\n"
2359 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2360 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2361 " 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"
2363 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2366 "# ifdef USESHADOWMAPPCF\n"
2367 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2368 "# ifdef GL_ARB_texture_gather\n"
2369 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2371 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2373 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2374 " center *= ShadowMap_TextureScale;\n"
2375 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2376 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2377 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2378 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2379 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2380 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2381 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2383 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2384 "# if USESHADOWMAPPCF > 1\n"
2385 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2386 " center *= ShadowMap_TextureScale;\n"
2387 " 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"
2388 " 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"
2389 " 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"
2390 " 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"
2391 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2392 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2394 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2395 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2396 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2397 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2398 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2399 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2403 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 " return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2414 "# ifdef USESHADOWMAPCUBE\n"
2415 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2417 " // apply depth texture cubemap as light filter\n"
2418 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2420 "# ifdef USESHADOWSAMPLER\n"
2421 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2423 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2428 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2429 "#endif // FRAGMENT_SHADER\n"
2434 "#ifdef MODE_DEFERREDGEOMETRY\n"
2435 "#ifdef VERTEX_SHADER\n"
2438 "float4 gl_Vertex : POSITION,\n"
2439 "uniform float4x4 ModelViewProjectionMatrix,\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 "float4 gl_Color : COLOR0,\n"
2443 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2444 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2445 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2446 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2447 "uniform float4x4 TexMatrix,\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "uniform float4x4 BackgroundTexMatrix,\n"
2451 "uniform float4x4 ModelViewMatrix,\n"
2452 "#ifdef USEOFFSETMAPPING\n"
2453 "uniform float3 EyePosition,\n"
2455 "out float4 gl_Position : POSITION,\n"
2456 "out float4 gl_FrontColor : COLOR,\n"
2457 "out float4 TexCoordBoth : TEXCOORD0,\n"
2458 "#ifdef USEOFFSETMAPPING\n"
2459 "out float3 EyeVector : TEXCOORD2,\n"
2461 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2462 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2463 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2466 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 " gl_FrontColor = gl_Color;\n"
2469 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2472 " // transform unnormalized eye direction into tangent space\n"
2473 "#ifdef USEOFFSETMAPPING\n"
2474 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2475 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2476 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2477 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2480 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2481 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2482 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2483 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2485 "#endif // VERTEX_SHADER\n"
2487 "#ifdef FRAGMENT_SHADER\n"
2490 "float4 TexCoordBoth : TEXCOORD0,\n"
2491 "float3 EyeVector : TEXCOORD2,\n"
2492 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2493 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2494 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2495 "uniform sampler2D Texture_Normal,\n"
2496 "#ifdef USEALPHAKILL\n"
2497 "uniform sampler2D Texture_Color,\n"
2499 "uniform sampler2D Texture_Gloss,\n"
2500 "#ifdef USEVERTEXTEXTUREBLEND\n"
2501 "uniform sampler2D Texture_SecondaryNormal,\n"
2502 "uniform sampler2D Texture_SecondaryGloss,\n"
2504 "#ifdef USEOFFSETMAPPING\n"
2505 "uniform float OffsetMapping_Scale,\n"
2507 "uniform half SpecularPower,\n"
2508 "out float4 gl_FragColor : COLOR\n"
2511 " float2 TexCoord = TexCoordBoth.xy;\n"
2512 "#ifdef USEOFFSETMAPPING\n"
2513 " // apply offsetmapping\n"
2514 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2515 "#define TexCoord TexCoordOffset\n"
2518 "#ifdef USEALPHAKILL\n"
2519 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2525 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2526 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2527 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2530 "#ifdef USEVERTEXTEXTUREBLEND\n"
2531 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2532 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2534 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2535 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2538 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2540 "#endif // FRAGMENT_SHADER\n"
2541 "#else // !MODE_DEFERREDGEOMETRY\n"
2546 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2547 "#ifdef VERTEX_SHADER\n"
2550 "float4 gl_Vertex : POSITION,\n"
2551 "uniform float4x4 ModelViewProjectionMatrix,\n"
2552 "uniform float4x4 ModelViewMatrix,\n"
2553 "out float4 gl_Position : POSITION,\n"
2554 "out float4 ModelViewPosition : TEXCOORD0\n"
2557 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float2 Pixel : WPOS,\n"
2566 "float4 ModelViewPosition : TEXCOORD0,\n"
2567 "uniform float4x4 ViewToLight,\n"
2568 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2569 "uniform float3 LightPosition,\n"
2570 "uniform half2 PixelToScreenTexCoord,\n"
2571 "uniform half3 DeferredColor_Ambient,\n"
2572 "uniform half3 DeferredColor_Diffuse,\n"
2573 "#ifdef USESPECULAR\n"
2574 "uniform half3 DeferredColor_Specular,\n"
2575 "uniform half SpecularPower,\n"
2577 "uniform sampler2D Texture_Attenuation,\n"
2578 "uniform sampler2D Texture_ScreenDepth,\n"
2579 "uniform sampler2D Texture_ScreenNormalMap,\n"
2581 "#ifdef USESHADOWMAPRECT\n"
2582 "# ifdef USESHADOWSAMPLER\n"
2583 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2585 "uniform samplerRECT Texture_ShadowMapRect,\n"
2589 "#ifdef USESHADOWMAP2D\n"
2590 "# ifdef USESHADOWSAMPLER\n"
2591 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2593 "uniform sampler2D Texture_ShadowMap2D,\n"
2597 "#ifdef USESHADOWMAPVSDCT\n"
2598 "uniform samplerCUBE Texture_CubeProjection,\n"
2601 "#ifdef USESHADOWMAPCUBE\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2605 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2609 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2610 "uniform float2 ShadowMap_TextureScale,\n"
2611 "uniform float4 ShadowMap_Parameters,\n"
2614 "out float4 gl_FragData0 : COLOR0,\n"
2615 "out float4 gl_FragData1 : COLOR1\n"
2618 " // calculate viewspace pixel position\n"
2619 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2620 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2621 " float3 position;\n"
2622 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2623 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2624 " // decode viewspace pixel normal\n"
2625 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2626 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2627 " // surfacenormal = pixel normal in viewspace\n"
2628 " // LightVector = pixel to light in viewspace\n"
2629 " // CubeVector = position in lightspace\n"
2630 " // eyevector = pixel to view in viewspace\n"
2631 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2632 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2633 "#ifdef USEDIFFUSE\n"
2634 " // calculate diffuse shading\n"
2635 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2636 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2638 "#ifdef USESPECULAR\n"
2639 " // calculate directional shading\n"
2640 " float3 eyevector = position * -1.0;\n"
2641 "# ifdef USEEXACTSPECULARMATH\n"
2642 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2644 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2645 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2649 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2650 " fade *= ShadowMapCompare(CubeVector,\n"
2651 "# if defined(USESHADOWMAP2D)\n"
2652 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2654 "# if defined(USESHADOWMAPRECT)\n"
2655 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2657 "# if defined(USESHADOWMAPCUBE)\n"
2658 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2661 "#ifdef USESHADOWMAPVSDCT\n"
2662 ", Texture_CubeProjection\n"
2667 "#ifdef USEDIFFUSE\n"
2668 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2670 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2672 "#ifdef USESPECULAR\n"
2673 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2675 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2678 "# ifdef USECUBEFILTER\n"
2679 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2680 " gl_FragData0.rgb *= cubecolor;\n"
2681 " gl_FragData1.rgb *= cubecolor;\n"
2684 "#endif // FRAGMENT_SHADER\n"
2685 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2690 "#ifdef VERTEX_SHADER\n"
2693 "float4 gl_Vertex : POSITION,\n"
2694 "uniform float4x4 ModelViewProjectionMatrix,\n"
2695 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2696 "float4 gl_Color : COLOR0,\n"
2698 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2699 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2700 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2701 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2702 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2704 "uniform float3 EyePosition,\n"
2705 "uniform float4x4 TexMatrix,\n"
2706 "#ifdef USEVERTEXTEXTUREBLEND\n"
2707 "uniform float4x4 BackgroundTexMatrix,\n"
2709 "#ifdef MODE_LIGHTSOURCE\n"
2710 "uniform float4x4 ModelToLight,\n"
2712 "#ifdef MODE_LIGHTSOURCE\n"
2713 "uniform float3 LightPosition,\n"
2715 "#ifdef MODE_LIGHTDIRECTION\n"
2716 "uniform float3 LightDir,\n"
2718 "uniform float4 FogPlane,\n"
2719 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2720 "uniform float3 LightPosition,\n"
2722 "#ifdef USESHADOWMAPORTHO\n"
2723 "uniform float4x4 ShadowMapMatrix,\n"
2726 "out float4 gl_FrontColor : COLOR,\n"
2727 "out float4 TexCoordBoth : TEXCOORD0,\n"
2728 "#ifdef USELIGHTMAP\n"
2729 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2731 "#ifdef USEEYEVECTOR\n"
2732 "out float3 EyeVector : TEXCOORD2,\n"
2734 "#ifdef USEREFLECTION\n"
2735 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2738 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2740 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2741 "out float3 LightVector : TEXCOORD5,\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "out float3 CubeVector : TEXCOORD3,\n"
2746 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2747 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2748 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2749 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2751 "#ifdef USESHADOWMAPORTHO\n"
2752 "out float3 ShadowMapTC : TEXCOORD8,\n"
2754 "out float4 gl_Position : POSITION\n"
2757 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2758 " gl_FrontColor = gl_Color;\n"
2760 " // copy the surface texcoord\n"
2761 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2762 "#ifdef USEVERTEXTEXTUREBLEND\n"
2763 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2765 "#ifdef USELIGHTMAP\n"
2766 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2769 "#ifdef MODE_LIGHTSOURCE\n"
2770 " // transform vertex position into light attenuation/cubemap space\n"
2771 " // (-1 to +1 across the light box)\n"
2772 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2774 "# ifdef USEDIFFUSE\n"
2775 " // transform unnormalized light direction into tangent space\n"
2776 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2777 " // normalize it per pixel)\n"
2778 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2779 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2780 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2781 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2785 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2786 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2787 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2788 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2791 " // transform unnormalized eye direction into tangent space\n"
2792 "#ifdef USEEYEVECTOR\n"
2793 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2794 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2795 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2796 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2800 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2801 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2804 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2805 " VectorS = gl_MultiTexCoord1.xyz;\n"
2806 " VectorT = gl_MultiTexCoord2.xyz;\n"
2807 " VectorR = gl_MultiTexCoord3.xyz;\n"
2810 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2811 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2813 "#ifdef USESHADOWMAPORTHO\n"
2814 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2817 "#ifdef USEREFLECTION\n"
2818 " ModelViewProjectionPosition = gl_Position;\n"
2821 "#endif // VERTEX_SHADER\n"
2826 "#ifdef FRAGMENT_SHADER\n"
2829 "#ifdef USEDEFERREDLIGHTMAP\n"
2830 "float2 Pixel : WPOS,\n"
2832 "float4 gl_FrontColor : COLOR,\n"
2833 "float4 TexCoordBoth : TEXCOORD0,\n"
2834 "#ifdef USELIGHTMAP\n"
2835 "float2 TexCoordLightmap : TEXCOORD1,\n"
2837 "#ifdef USEEYEVECTOR\n"
2838 "float3 EyeVector : TEXCOORD2,\n"
2840 "#ifdef USEREFLECTION\n"
2841 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2844 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2847 "float3 LightVector : TEXCOORD5,\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "float3 CubeVector : TEXCOORD3,\n"
2852 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2853 "float4 ModelViewPosition : TEXCOORD0,\n"
2855 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2856 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2857 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2858 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2860 "#ifdef USESHADOWMAPORTHO\n"
2861 "float3 ShadowMapTC : TEXCOORD8\n"
2864 "uniform sampler2D Texture_Normal,\n"
2865 "uniform sampler2D Texture_Color,\n"
2866 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2867 "uniform sampler2D Texture_Gloss,\n"
2870 "uniform sampler2D Texture_Glow,\n"
2872 "#ifdef USEVERTEXTEXTUREBLEND\n"
2873 "uniform sampler2D Texture_SecondaryNormal,\n"
2874 "uniform sampler2D Texture_SecondaryColor,\n"
2875 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2876 "uniform sampler2D Texture_SecondaryGloss,\n"
2879 "uniform sampler2D Texture_SecondaryGlow,\n"
2882 "#ifdef USECOLORMAPPING\n"
2883 "uniform sampler2D Texture_Pants,\n"
2884 "uniform sampler2D Texture_Shirt,\n"
2887 "uniform sampler2D Texture_FogMask,\n"
2889 "#ifdef USELIGHTMAP\n"
2890 "uniform sampler2D Texture_Lightmap,\n"
2892 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2893 "uniform sampler2D Texture_Deluxemap,\n"
2895 "#ifdef USEREFLECTION\n"
2896 "uniform sampler2D Texture_Reflection,\n"
2899 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2900 "uniform sampler2D Texture_ScreenDepth,\n"
2901 "uniform sampler2D Texture_ScreenNormalMap,\n"
2903 "#ifdef USEDEFERREDLIGHTMAP\n"
2904 "uniform sampler2D Texture_ScreenDiffuse,\n"
2905 "uniform sampler2D Texture_ScreenSpecular,\n"
2908 "#ifdef USECOLORMAPPING\n"
2909 "uniform half3 Color_Pants,\n"
2910 "uniform half3 Color_Shirt,\n"
2913 "uniform float3 FogColor,\n"
2914 "uniform float FogRangeRecip,\n"
2915 "uniform float FogPlaneViewDist,\n"
2916 "uniform float FogHeightFade,\n"
2919 "#ifdef USEOFFSETMAPPING\n"
2920 "uniform float OffsetMapping_Scale,\n"
2923 "#ifdef USEDEFERREDLIGHTMAP\n"
2924 "uniform half2 PixelToScreenTexCoord,\n"
2925 "uniform half3 DeferredMod_Diffuse,\n"
2926 "uniform half3 DeferredMod_Specular,\n"
2928 "uniform half3 Color_Ambient,\n"
2929 "uniform half3 Color_Diffuse,\n"
2930 "uniform half3 Color_Specular,\n"
2931 "uniform half SpecularPower,\n"
2933 "uniform half3 Color_Glow,\n"
2935 "uniform half Alpha,\n"
2936 "#ifdef USEREFLECTION\n"
2937 "uniform float4 DistortScaleRefractReflect,\n"
2938 "uniform float4 ScreenScaleRefractReflect,\n"
2939 "uniform float4 ScreenCenterRefractReflect,\n"
2940 "uniform half4 ReflectColor,\n"
2942 "#ifdef USEREFLECTCUBE\n"
2943 "uniform float4x4 ModelToReflectCube,\n"
2944 "uniform sampler2D Texture_ReflectMask,\n"
2945 "uniform samplerCUBE Texture_ReflectCube,\n"
2947 "#ifdef MODE_LIGHTDIRECTION\n"
2948 "uniform half3 LightColor,\n"
2950 "#ifdef MODE_LIGHTSOURCE\n"
2951 "uniform half3 LightColor,\n"
2954 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2955 "uniform sampler2D Texture_Attenuation,\n"
2956 "uniform samplerCUBE Texture_Cube,\n"
2959 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2961 "#ifdef USESHADOWMAPRECT\n"
2962 "# ifdef USESHADOWSAMPLER\n"
2963 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2965 "uniform samplerRECT Texture_ShadowMapRect,\n"
2969 "#ifdef USESHADOWMAP2D\n"
2970 "# ifdef USESHADOWSAMPLER\n"
2971 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2973 "uniform sampler2D Texture_ShadowMap2D,\n"
2977 "#ifdef USESHADOWMAPVSDCT\n"
2978 "uniform samplerCUBE Texture_CubeProjection,\n"
2981 "#ifdef USESHADOWMAPCUBE\n"
2982 "# ifdef USESHADOWSAMPLER\n"
2983 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2985 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2989 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2990 "uniform float2 ShadowMap_TextureScale,\n"
2991 "uniform float4 ShadowMap_Parameters,\n"
2993 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2995 "out float4 gl_FragColor : COLOR\n"
2998 " float2 TexCoord = TexCoordBoth.xy;\n"
2999 "#ifdef USEVERTEXTEXTUREBLEND\n"
3000 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3002 "#ifdef USEOFFSETMAPPING\n"
3003 " // apply offsetmapping\n"
3004 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3005 "#define TexCoord TexCoordOffset\n"
3008 " // combine the diffuse textures (base, pants, shirt)\n"
3009 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3010 "#ifdef USEALPHAKILL\n"
3011 " if (color.a < 0.5)\n"
3014 " color.a *= Alpha;\n"
3015 "#ifdef USECOLORMAPPING\n"
3016 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3018 "#ifdef USEVERTEXTEXTUREBLEND\n"
3019 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3020 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3021 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3022 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3024 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3027 " // get the surface normal\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3031 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3034 " // get the material colors\n"
3035 " half3 diffusetex = color.rgb;\n"
3036 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3037 "# ifdef USEVERTEXTEXTUREBLEND\n"
3038 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3040 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3044 "#ifdef USEREFLECTCUBE\n"
3045 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3046 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3047 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3048 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3054 "#ifdef MODE_LIGHTSOURCE\n"
3055 " // light source\n"
3056 "#ifdef USEDIFFUSE\n"
3057 " half3 lightnormal = half3(normalize(LightVector));\n"
3058 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3059 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3060 "#ifdef USESPECULAR\n"
3061 "#ifdef USEEXACTSPECULARMATH\n"
3062 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3064 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3065 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3067 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3070 " color.rgb = diffusetex * Color_Ambient;\n"
3072 " color.rgb *= LightColor;\n"
3073 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3074 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3075 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3076 "# if defined(USESHADOWMAP2D)\n"
3077 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3079 "# if defined(USESHADOWMAPRECT)\n"
3080 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3082 "# if defined(USESHADOWMAPCUBE)\n"
3083 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3086 "#ifdef USESHADOWMAPVSDCT\n"
3087 ", Texture_CubeProjection\n"
3092 "# ifdef USECUBEFILTER\n"
3093 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3095 "#endif // MODE_LIGHTSOURCE\n"
3100 "#ifdef MODE_LIGHTDIRECTION\n"
3102 "#ifdef USEDIFFUSE\n"
3103 " half3 lightnormal = half3(normalize(LightVector));\n"
3105 "#define lightcolor LightColor\n"
3106 "#endif // MODE_LIGHTDIRECTION\n"
3107 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3109 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3110 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3111 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3112 " // convert modelspace light vector to tangentspace\n"
3113 " half3 lightnormal;\n"
3114 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3115 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3116 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3117 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3118 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3119 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3120 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3121 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3122 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3123 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3124 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3125 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3126 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3127 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3128 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3130 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3131 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3132 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3138 "#ifdef MODE_LIGHTMAP\n"
3139 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3140 "#endif // MODE_LIGHTMAP\n"
3141 "#ifdef MODE_VERTEXCOLOR\n"
3142 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3143 "#endif // MODE_VERTEXCOLOR\n"
3144 "#ifdef MODE_FLATCOLOR\n"
3145 " color.rgb = diffusetex * Color_Ambient;\n"
3146 "#endif // MODE_FLATCOLOR\n"
3152 "# ifdef USEDIFFUSE\n"
3153 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3154 "# ifdef USESPECULAR\n"
3155 "# ifdef USEEXACTSPECULARMATH\n"
3156 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3158 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3159 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3161 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3163 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3166 " color.rgb = diffusetex * Color_Ambient;\n"
3170 "#ifdef USESHADOWMAPORTHO\n"
3171 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3181 "#ifdef USEDEFERREDLIGHTMAP\n"
3182 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3183 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3184 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3188 "#ifdef USEVERTEXTEXTUREBLEND\n"
3189 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3191 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3196 "#ifdef MODE_LIGHTSOURCE\n"
3197 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3199 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3203 " // 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"
3204 "#ifdef USEREFLECTION\n"
3205 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3206 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3207 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3208 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3209 " // FIXME temporary hack to detect the case that the reflection\n"
3210 " // gets blackened at edges due to leaving the area that contains actual\n"
3212 " // Remove this 'ack once we have a better way to stop this thing from\n"
3214 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3216 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3217 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3218 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3219 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3222 " gl_FragColor = float4(color);\n"
3224 "#endif // FRAGMENT_SHADER\n"
3226 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3227 "#endif // !MODE_DEFERREDGEOMETRY\n"
3228 "#endif // !MODE_WATER\n"
3229 "#endif // !MODE_REFRACTION\n"
3230 "#endif // !MODE_BLOOMBLUR\n"
3231 "#endif // !MODE_GENERIC\n"
3232 "#endif // !MODE_POSTPROCESS\n"
3233 "#endif // !MODE_SHOWDEPTH\n"
3234 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3237 char *glslshaderstring = NULL;
3238 char *cgshaderstring = NULL;
3240 //=======================================================================================================================================================
3242 typedef struct shaderpermutationinfo_s
3244 const char *pretext;
3247 shaderpermutationinfo_t;
3249 typedef struct shadermodeinfo_s
3251 const char *vertexfilename;
3252 const char *geometryfilename;
3253 const char *fragmentfilename;
3254 const char *pretext;
3259 typedef enum shaderpermutation_e
3261 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3262 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3263 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3264 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3265 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3266 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3267 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3268 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3269 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3270 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3271 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3272 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3273 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3274 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3275 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3276 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3277 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3278 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3279 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3280 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3281 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3282 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3283 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3284 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3285 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3286 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3287 SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3288 SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3289 SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3290 SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3292 shaderpermutation_t;
3294 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3295 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3297 {"#define USEDIFFUSE\n", " diffuse"},
3298 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3299 {"#define USEVIEWTINT\n", " viewtint"},
3300 {"#define USECOLORMAPPING\n", " colormapping"},
3301 {"#define USESATURATION\n", " saturation"},
3302 {"#define USEFOGINSIDE\n", " foginside"},
3303 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3304 {"#define USEGAMMARAMPS\n", " gammaramps"},
3305 {"#define USECUBEFILTER\n", " cubefilter"},
3306 {"#define USEGLOW\n", " glow"},
3307 {"#define USEBLOOM\n", " bloom"},
3308 {"#define USESPECULAR\n", " specular"},
3309 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3310 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3311 {"#define USEREFLECTION\n", " reflection"},
3312 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3313 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3314 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3315 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3316 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3317 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3318 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3319 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3320 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3321 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3322 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3323 {"#define USEALPHAKILL\n", " alphakill"},
3324 {"#define USEREFLECTCUBE\n", " reflectcube"},
3327 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3328 typedef enum shadermode_e
3330 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3331 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3332 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3333 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3334 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3335 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3336 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3337 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3338 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3339 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3340 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3341 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3342 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3343 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3344 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3349 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3350 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3352 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3353 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3354 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3355 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3356 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3357 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3358 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3359 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3360 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3361 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3362 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3363 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3364 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3365 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3366 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3370 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3372 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3373 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3374 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3375 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3376 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3377 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3378 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3379 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3380 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3381 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3382 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3383 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3384 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3385 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3386 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3390 struct r_glsl_permutation_s;
3391 typedef struct r_glsl_permutation_s
3393 /// hash lookup data
3394 struct r_glsl_permutation_s *hashnext;
3396 unsigned int permutation;
3398 /// indicates if we have tried compiling this permutation already
3400 /// 0 if compilation failed
3402 /// locations of detected uniforms in program object, or -1 if not found
3403 int loc_Texture_First;
3404 int loc_Texture_Second;
3405 int loc_Texture_GammaRamps;
3406 int loc_Texture_Normal;
3407 int loc_Texture_Color;
3408 int loc_Texture_Gloss;
3409 int loc_Texture_Glow;
3410 int loc_Texture_SecondaryNormal;
3411 int loc_Texture_SecondaryColor;
3412 int loc_Texture_SecondaryGloss;
3413 int loc_Texture_SecondaryGlow;
3414 int loc_Texture_Pants;
3415 int loc_Texture_Shirt;
3416 int loc_Texture_FogMask;
3417 int loc_Texture_Lightmap;
3418 int loc_Texture_Deluxemap;
3419 int loc_Texture_Attenuation;
3420 int loc_Texture_Cube;
3421 int loc_Texture_Refraction;
3422 int loc_Texture_Reflection;
3423 int loc_Texture_ShadowMapRect;
3424 int loc_Texture_ShadowMapCube;
3425 int loc_Texture_ShadowMap2D;
3426 int loc_Texture_CubeProjection;
3427 int loc_Texture_ScreenDepth;
3428 int loc_Texture_ScreenNormalMap;
3429 int loc_Texture_ScreenDiffuse;
3430 int loc_Texture_ScreenSpecular;
3431 int loc_Texture_ReflectMask;
3432 int loc_Texture_ReflectCube;
3434 int loc_BloomBlur_Parameters;
3436 int loc_Color_Ambient;
3437 int loc_Color_Diffuse;
3438 int loc_Color_Specular;
3440 int loc_Color_Pants;
3441 int loc_Color_Shirt;
3442 int loc_DeferredColor_Ambient;
3443 int loc_DeferredColor_Diffuse;
3444 int loc_DeferredColor_Specular;
3445 int loc_DeferredMod_Diffuse;
3446 int loc_DeferredMod_Specular;
3447 int loc_DistortScaleRefractReflect;
3448 int loc_EyePosition;
3450 int loc_FogHeightFade;
3452 int loc_FogPlaneViewDist;
3453 int loc_FogRangeRecip;
3456 int loc_LightPosition;
3457 int loc_OffsetMapping_Scale;
3459 int loc_ReflectColor;
3460 int loc_ReflectFactor;
3461 int loc_ReflectOffset;
3462 int loc_RefractColor;
3464 int loc_ScreenCenterRefractReflect;
3465 int loc_ScreenScaleRefractReflect;
3466 int loc_ScreenToDepth;
3467 int loc_ShadowMap_Parameters;
3468 int loc_ShadowMap_TextureScale;
3469 int loc_SpecularPower;
3474 int loc_ViewTintColor;
3475 int loc_ViewToLight;
3476 int loc_ModelToLight;
3478 int loc_BackgroundTexMatrix;
3479 int loc_ModelViewProjectionMatrix;
3480 int loc_ModelViewMatrix;
3481 int loc_PixelToScreenTexCoord;
3482 int loc_ModelToReflectCube;
3483 int loc_ShadowMapMatrix;
3485 r_glsl_permutation_t;
3487 #define SHADERPERMUTATION_HASHSIZE 256
3489 /// information about each possible shader permutation
3490 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3491 /// currently selected permutation
3492 r_glsl_permutation_t *r_glsl_permutation;
3493 /// storage for permutations linked in the hash table
3494 memexpandablearray_t r_glsl_permutationarray;
3496 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3498 //unsigned int hashdepth = 0;
3499 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3500 r_glsl_permutation_t *p;
3501 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3503 if (p->mode == mode && p->permutation == permutation)
3505 //if (hashdepth > 10)
3506 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3511 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3513 p->permutation = permutation;
3514 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3515 r_glsl_permutationhash[mode][hashindex] = p;
3516 //if (hashdepth > 10)
3517 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3521 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3524 if (!filename || !filename[0])
3526 if (!strcmp(filename, "glsl/default.glsl"))
3528 if (!glslshaderstring)
3530 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3531 if (glslshaderstring)
3532 Con_DPrintf("Loading shaders from file %s...\n", filename);
3534 glslshaderstring = (char *)builtinshaderstring;
3536 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3537 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3538 return shaderstring;
3540 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3543 if (printfromdisknotice)
3544 Con_DPrintf("from disk %s... ", filename);
3545 return shaderstring;
3547 return shaderstring;
3550 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3553 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3554 int vertstrings_count = 0;
3555 int geomstrings_count = 0;
3556 int fragstrings_count = 0;
3557 char *vertexstring, *geometrystring, *fragmentstring;
3558 const char *vertstrings_list[32+3];
3559 const char *geomstrings_list[32+3];
3560 const char *fragstrings_list[32+3];
3561 char permutationname[256];
3568 permutationname[0] = 0;
3569 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3570 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3571 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3573 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3575 // the first pretext is which type of shader to compile as
3576 // (later these will all be bound together as a program object)
3577 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3578 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3579 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3581 // the second pretext is the mode (for example a light source)
3582 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3583 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3584 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3585 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3587 // now add all the permutation pretexts
3588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3590 if (permutation & (1<<i))
3592 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3593 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3594 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3595 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3599 // keep line numbers correct
3600 vertstrings_list[vertstrings_count++] = "\n";
3601 geomstrings_list[geomstrings_count++] = "\n";
3602 fragstrings_list[fragstrings_count++] = "\n";
3606 // now append the shader text itself
3607 vertstrings_list[vertstrings_count++] = vertexstring;
3608 geomstrings_list[geomstrings_count++] = geometrystring;
3609 fragstrings_list[fragstrings_count++] = fragmentstring;
3611 // if any sources were NULL, clear the respective list
3613 vertstrings_count = 0;
3614 if (!geometrystring)
3615 geomstrings_count = 0;
3616 if (!fragmentstring)
3617 fragstrings_count = 0;
3619 // compile the shader program
3620 if (vertstrings_count + geomstrings_count + fragstrings_count)
3621 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3625 qglUseProgramObjectARB(p->program);CHECKGLERROR
3626 // look up all the uniform variable names we care about, so we don't
3627 // have to look them up every time we set them
3629 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3630 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3631 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3632 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3633 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3634 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3635 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3636 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3637 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3638 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3639 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3640 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3641 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3642 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3643 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3644 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3645 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3646 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3647 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3648 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3649 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3650 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3651 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3652 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3653 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3654 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3655 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3656 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3657 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3658 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3659 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3660 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3661 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3662 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3663 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3664 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3665 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3666 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3667 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3668 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3669 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3670 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3671 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3672 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3673 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3674 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3675 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3676 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3677 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3678 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3679 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3680 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3681 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3682 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3683 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3684 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3685 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3686 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3687 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3688 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3689 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3690 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3691 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3692 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3693 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3694 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3695 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3696 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3697 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3698 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3699 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3700 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3701 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3702 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3703 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3704 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3705 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3706 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3707 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3708 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3709 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3710 // initialize the samplers to refer to the texture units we use
3711 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3712 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3713 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3714 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3715 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3716 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3717 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3718 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3719 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3720 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3721 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3722 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3723 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3724 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3725 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3726 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3727 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3728 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3729 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3730 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3731 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3732 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3733 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3734 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3735 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3736 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3737 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3738 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3739 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3740 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3742 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3745 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3749 Mem_Free(vertexstring);
3751 Mem_Free(geometrystring);
3753 Mem_Free(fragmentstring);
3756 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3758 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3759 if (r_glsl_permutation != perm)
3761 r_glsl_permutation = perm;
3762 if (!r_glsl_permutation->program)
3764 if (!r_glsl_permutation->compiled)
3765 R_GLSL_CompilePermutation(perm, mode, permutation);
3766 if (!r_glsl_permutation->program)
3768 // remove features until we find a valid permutation
3770 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3772 // reduce i more quickly whenever it would not remove any bits
3773 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3774 if (!(permutation & j))
3777 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3778 if (!r_glsl_permutation->compiled)
3779 R_GLSL_CompilePermutation(perm, mode, permutation);
3780 if (r_glsl_permutation->program)
3783 if (i >= SHADERPERMUTATION_COUNT)
3785 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3786 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3787 qglUseProgramObjectARB(0);CHECKGLERROR
3788 return; // no bit left to clear, entire mode is broken
3793 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3795 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3796 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3797 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3801 #include <Cg/cgGL.h>
3802 struct r_cg_permutation_s;
3803 typedef struct r_cg_permutation_s
3805 /// hash lookup data
3806 struct r_cg_permutation_s *hashnext;
3808 unsigned int permutation;
3810 /// indicates if we have tried compiling this permutation already
3812 /// 0 if compilation failed
3815 /// locations of detected parameters in programs, or NULL if not found
3816 CGparameter vp_EyePosition;
3817 CGparameter vp_FogPlane;
3818 CGparameter vp_LightDir;
3819 CGparameter vp_LightPosition;
3820 CGparameter vp_ModelToLight;
3821 CGparameter vp_TexMatrix;
3822 CGparameter vp_BackgroundTexMatrix;
3823 CGparameter vp_ModelViewProjectionMatrix;
3824 CGparameter vp_ModelViewMatrix;
3825 CGparameter vp_ShadowMapMatrix;
3827 CGparameter fp_Texture_First;
3828 CGparameter fp_Texture_Second;
3829 CGparameter fp_Texture_GammaRamps;
3830 CGparameter fp_Texture_Normal;
3831 CGparameter fp_Texture_Color;
3832 CGparameter fp_Texture_Gloss;
3833 CGparameter fp_Texture_Glow;
3834 CGparameter fp_Texture_SecondaryNormal;
3835 CGparameter fp_Texture_SecondaryColor;
3836 CGparameter fp_Texture_SecondaryGloss;
3837 CGparameter fp_Texture_SecondaryGlow;
3838 CGparameter fp_Texture_Pants;
3839 CGparameter fp_Texture_Shirt;
3840 CGparameter fp_Texture_FogMask;
3841 CGparameter fp_Texture_Lightmap;
3842 CGparameter fp_Texture_Deluxemap;
3843 CGparameter fp_Texture_Attenuation;
3844 CGparameter fp_Texture_Cube;
3845 CGparameter fp_Texture_Refraction;
3846 CGparameter fp_Texture_Reflection;
3847 CGparameter fp_Texture_ShadowMapRect;
3848 CGparameter fp_Texture_ShadowMapCube;
3849 CGparameter fp_Texture_ShadowMap2D;
3850 CGparameter fp_Texture_CubeProjection;
3851 CGparameter fp_Texture_ScreenDepth;
3852 CGparameter fp_Texture_ScreenNormalMap;
3853 CGparameter fp_Texture_ScreenDiffuse;
3854 CGparameter fp_Texture_ScreenSpecular;
3855 CGparameter fp_Texture_ReflectMask;
3856 CGparameter fp_Texture_ReflectCube;
3857 CGparameter fp_Alpha;
3858 CGparameter fp_BloomBlur_Parameters;
3859 CGparameter fp_ClientTime;
3860 CGparameter fp_Color_Ambient;
3861 CGparameter fp_Color_Diffuse;
3862 CGparameter fp_Color_Specular;
3863 CGparameter fp_Color_Glow;
3864 CGparameter fp_Color_Pants;
3865 CGparameter fp_Color_Shirt;
3866 CGparameter fp_DeferredColor_Ambient;
3867 CGparameter fp_DeferredColor_Diffuse;
3868 CGparameter fp_DeferredColor_Specular;
3869 CGparameter fp_DeferredMod_Diffuse;
3870 CGparameter fp_DeferredMod_Specular;
3871 CGparameter fp_DistortScaleRefractReflect;
3872 CGparameter fp_EyePosition;
3873 CGparameter fp_FogColor;
3874 CGparameter fp_FogHeightFade;
3875 CGparameter fp_FogPlane;
3876 CGparameter fp_FogPlaneViewDist;
3877 CGparameter fp_FogRangeRecip;
3878 CGparameter fp_LightColor;
3879 CGparameter fp_LightDir;
3880 CGparameter fp_LightPosition;
3881 CGparameter fp_OffsetMapping_Scale;
3882 CGparameter fp_PixelSize;
3883 CGparameter fp_ReflectColor;
3884 CGparameter fp_ReflectFactor;
3885 CGparameter fp_ReflectOffset;
3886 CGparameter fp_RefractColor;
3887 CGparameter fp_Saturation;
3888 CGparameter fp_ScreenCenterRefractReflect;
3889 CGparameter fp_ScreenScaleRefractReflect;
3890 CGparameter fp_ScreenToDepth;
3891 CGparameter fp_ShadowMap_Parameters;
3892 CGparameter fp_ShadowMap_TextureScale;
3893 CGparameter fp_SpecularPower;
3894 CGparameter fp_UserVec1;
3895 CGparameter fp_UserVec2;
3896 CGparameter fp_UserVec3;
3897 CGparameter fp_UserVec4;
3898 CGparameter fp_ViewTintColor;
3899 CGparameter fp_ViewToLight;
3900 CGparameter fp_PixelToScreenTexCoord;
3901 CGparameter fp_ModelToReflectCube;
3905 /// information about each possible shader permutation
3906 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3907 /// currently selected permutation
3908 r_cg_permutation_t *r_cg_permutation;
3909 /// storage for permutations linked in the hash table
3910 memexpandablearray_t r_cg_permutationarray;
3912 #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));}}
3914 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3916 //unsigned int hashdepth = 0;
3917 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3918 r_cg_permutation_t *p;
3919 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3921 if (p->mode == mode && p->permutation == permutation)
3923 //if (hashdepth > 10)
3924 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3929 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3931 p->permutation = permutation;
3932 p->hashnext = r_cg_permutationhash[mode][hashindex];
3933 r_cg_permutationhash[mode][hashindex] = p;
3934 //if (hashdepth > 10)
3935 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3939 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3942 if (!filename || !filename[0])
3944 if (!strcmp(filename, "cg/default.cg"))
3946 if (!cgshaderstring)
3948 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3950 Con_DPrintf("Loading shaders from file %s...\n", filename);
3952 cgshaderstring = (char *)builtincgshaderstring;
3954 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3955 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3956 return shaderstring;
3958 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3961 if (printfromdisknotice)
3962 Con_DPrintf("from disk %s... ", filename);
3963 return shaderstring;
3965 return shaderstring;
3968 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3970 // TODO: load or create .fp and .vp shader files
3973 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3976 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3977 int vertstrings_count = 0, vertstring_length = 0;
3978 int geomstrings_count = 0, geomstring_length = 0;
3979 int fragstrings_count = 0, fragstring_length = 0;
3981 char *vertexstring, *geometrystring, *fragmentstring;
3982 char *vertstring, *geomstring, *fragstring;
3983 const char *vertstrings_list[32+3];
3984 const char *geomstrings_list[32+3];
3985 const char *fragstrings_list[32+3];
3986 char permutationname[256];
3987 char cachename[256];
3988 CGprofile vertexProfile;
3989 CGprofile fragmentProfile;
3997 permutationname[0] = 0;
3999 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4000 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4001 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4003 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4004 strlcat(cachename, "cg/", sizeof(cachename));
4006 // the first pretext is which type of shader to compile as
4007 // (later these will all be bound together as a program object)
4008 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4009 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4010 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4012 // the second pretext is the mode (for example a light source)
4013 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4014 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4015 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4016 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4017 strlcat(cachename, modeinfo->name, sizeof(cachename));
4019 // now add all the permutation pretexts
4020 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4022 if (permutation & (1<<i))
4024 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4025 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4026 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4027 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4028 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4032 // keep line numbers correct
4033 vertstrings_list[vertstrings_count++] = "\n";
4034 geomstrings_list[geomstrings_count++] = "\n";
4035 fragstrings_list[fragstrings_count++] = "\n";
4039 // replace spaces in the cachename with _ characters
4040 for (i = 0;cachename[i];i++)
4041 if (cachename[i] == ' ')
4044 // now append the shader text itself
4045 vertstrings_list[vertstrings_count++] = vertexstring;
4046 geomstrings_list[geomstrings_count++] = geometrystring;
4047 fragstrings_list[fragstrings_count++] = fragmentstring;
4049 // if any sources were NULL, clear the respective list
4051 vertstrings_count = 0;
4052 if (!geometrystring)
4053 geomstrings_count = 0;
4054 if (!fragmentstring)
4055 fragstrings_count = 0;
4057 vertstring_length = 0;
4058 for (i = 0;i < vertstrings_count;i++)
4059 vertstring_length += strlen(vertstrings_list[i]);
4060 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4061 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4062 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4064 geomstring_length = 0;
4065 for (i = 0;i < geomstrings_count;i++)
4066 geomstring_length += strlen(geomstrings_list[i]);
4067 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4068 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4069 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4071 fragstring_length = 0;
4072 for (i = 0;i < fragstrings_count;i++)
4073 fragstring_length += strlen(fragstrings_list[i]);
4074 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4075 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4076 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4080 //vertexProfile = CG_PROFILE_ARBVP1;
4081 //fragmentProfile = CG_PROFILE_ARBFP1;
4082 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4083 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4084 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4085 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4086 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4089 // try to load the cached shader, or generate one
4090 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4092 // if caching failed, do a dynamic compile for now
4094 if (vertstring[0] && !p->vprogram)
4095 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4097 if (fragstring[0] && !p->fprogram)
4098 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4101 // look up all the uniform variable names we care about, so we don't
4102 // have to look them up every time we set them
4106 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4107 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4108 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4109 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4110 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4111 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4112 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4113 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4114 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4115 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4116 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4117 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4123 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4124 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4125 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4126 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4127 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4128 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4129 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4130 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4131 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4132 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4133 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4134 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4135 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4136 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4137 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4138 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4139 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4140 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4141 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4142 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4143 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4144 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4145 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4146 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4147 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4148 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4149 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4150 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4151 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4152 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4153 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4154 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4155 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4156 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4157 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4158 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4159 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4160 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4161 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4162 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4163 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4164 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4165 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4166 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4167 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4168 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4169 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4170 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4171 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4172 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4173 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4174 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4175 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4176 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4177 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4178 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4179 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4180 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4181 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4182 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4183 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4184 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4185 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4186 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4187 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4188 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4189 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4190 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4191 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4192 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4193 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4194 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4195 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4196 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4197 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4198 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4199 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4203 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4204 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4206 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4210 Mem_Free(vertstring);
4212 Mem_Free(geomstring);
4214 Mem_Free(fragstring);
4216 Mem_Free(vertexstring);
4218 Mem_Free(geometrystring);
4220 Mem_Free(fragmentstring);
4223 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4225 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4228 if (r_cg_permutation != perm)
4230 r_cg_permutation = perm;
4231 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4233 if (!r_cg_permutation->compiled)
4234 R_CG_CompilePermutation(perm, mode, permutation);
4235 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4237 // remove features until we find a valid permutation
4239 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4241 // reduce i more quickly whenever it would not remove any bits
4242 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4243 if (!(permutation & j))
4246 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4247 if (!r_cg_permutation->compiled)
4248 R_CG_CompilePermutation(perm, mode, permutation);
4249 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4252 if (i >= SHADERPERMUTATION_COUNT)
4254 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4255 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4256 return; // no bit left to clear, entire mode is broken
4262 if (r_cg_permutation->vprogram)
4264 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4266 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4273 if (r_cg_permutation->fprogram)
4275 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4277 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4286 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4287 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4288 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4291 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4293 cgGLSetTextureParameter(param, R_GetTexture(tex));
4294 cgGLEnableTextureParameter(param);
4298 void R_GLSL_Restart_f(void)
4300 unsigned int i, limit;
4301 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4302 Mem_Free(glslshaderstring);
4303 glslshaderstring = NULL;
4304 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4305 Mem_Free(cgshaderstring);
4306 cgshaderstring = NULL;
4307 switch(vid.renderpath)
4309 case RENDERPATH_GL20:
4311 r_glsl_permutation_t *p;
4312 r_glsl_permutation = NULL;
4313 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4314 for (i = 0;i < limit;i++)
4316 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4318 GL_Backend_FreeProgram(p->program);
4319 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4322 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4325 case RENDERPATH_CGGL:
4328 r_cg_permutation_t *p;
4329 r_cg_permutation = NULL;
4330 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4335 for (i = 0;i < limit;i++)
4337 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4340 cgDestroyProgram(p->vprogram);
4342 cgDestroyProgram(p->fprogram);
4343 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4346 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4350 case RENDERPATH_GL13:
4351 case RENDERPATH_GL11:
4356 void R_GLSL_DumpShader_f(void)
4361 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4364 FS_Print(file, "/* The engine may define the following macros:\n");
4365 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4366 for (i = 0;i < SHADERMODE_COUNT;i++)
4367 FS_Print(file, glslshadermodeinfo[i].pretext);
4368 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4369 FS_Print(file, shaderpermutationinfo[i].pretext);
4370 FS_Print(file, "*/\n");
4371 FS_Print(file, builtinshaderstring);
4373 Con_Printf("glsl/default.glsl written\n");
4376 Con_Printf("failed to write to glsl/default.glsl\n");
4379 file = FS_OpenRealFile("cg/default.cg", "w", false);
4382 FS_Print(file, "/* The engine may define the following macros:\n");
4383 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4384 for (i = 0;i < SHADERMODE_COUNT;i++)
4385 FS_Print(file, cgshadermodeinfo[i].pretext);
4386 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4387 FS_Print(file, shaderpermutationinfo[i].pretext);
4388 FS_Print(file, "*/\n");
4389 FS_Print(file, builtincgshaderstring);
4391 Con_Printf("cg/default.cg written\n");
4394 Con_Printf("failed to write to cg/default.cg\n");
4398 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4401 texturemode = GL_MODULATE;
4402 switch (vid.renderpath)
4404 case RENDERPATH_GL20:
4405 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))));
4406 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4407 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4409 case RENDERPATH_CGGL:
4412 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))));
4413 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4414 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4417 case RENDERPATH_GL13:
4418 R_Mesh_TexBind(0, first );
4419 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4420 R_Mesh_TexBind(1, second);
4422 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4424 case RENDERPATH_GL11:
4425 R_Mesh_TexBind(0, first );
4430 void R_SetupShader_DepthOrShadow(void)
4432 switch (vid.renderpath)
4434 case RENDERPATH_GL20:
4435 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4437 case RENDERPATH_CGGL:
4439 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4442 case RENDERPATH_GL13:
4443 R_Mesh_TexBind(0, 0);
4444 R_Mesh_TexBind(1, 0);
4446 case RENDERPATH_GL11:
4447 R_Mesh_TexBind(0, 0);
4452 void R_SetupShader_ShowDepth(void)
4454 switch (vid.renderpath)
4456 case RENDERPATH_GL20:
4457 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4459 case RENDERPATH_CGGL:
4461 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4464 case RENDERPATH_GL13:
4466 case RENDERPATH_GL11:
4471 extern qboolean r_shadow_usingdeferredprepass;
4472 extern cvar_t r_shadow_deferred_8bitrange;
4473 extern rtexture_t *r_shadow_attenuationgradienttexture;
4474 extern rtexture_t *r_shadow_attenuation2dtexture;
4475 extern rtexture_t *r_shadow_attenuation3dtexture;
4476 extern qboolean r_shadow_usingshadowmaprect;
4477 extern qboolean r_shadow_usingshadowmapcube;
4478 extern qboolean r_shadow_usingshadowmap2d;
4479 extern qboolean r_shadow_usingshadowmaportho;
4480 extern float r_shadow_shadowmap_texturescale[2];
4481 extern float r_shadow_shadowmap_parameters[4];
4482 extern qboolean r_shadow_shadowmapvsdct;
4483 extern qboolean r_shadow_shadowmapsampler;
4484 extern int r_shadow_shadowmappcf;
4485 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4486 extern rtexture_t *r_shadow_shadowmap2dtexture;
4487 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4488 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4489 extern matrix4x4_t r_shadow_shadowmapmatrix;
4490 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4491 extern int r_shadow_prepass_width;
4492 extern int r_shadow_prepass_height;
4493 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4494 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4495 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4496 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4497 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4499 // select a permutation of the lighting shader appropriate to this
4500 // combination of texture, entity, light source, and fogging, only use the
4501 // minimum features necessary to avoid wasting rendering time in the
4502 // fragment shader on features that are not being used
4503 unsigned int permutation = 0;
4504 unsigned int mode = 0;
4506 if (rsurfacepass == RSURFPASS_BACKGROUND)
4508 // distorted background
4509 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4510 mode = SHADERMODE_WATER;
4512 mode = SHADERMODE_REFRACTION;
4513 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4514 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4515 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4516 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4517 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4518 R_Mesh_ColorPointer(NULL, 0, 0);
4519 GL_AlphaTest(false);
4520 GL_BlendFunc(GL_ONE, GL_ZERO);
4522 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4524 if (r_glsl_offsetmapping.integer)
4526 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4527 if (r_glsl_offsetmapping_reliefmapping.integer)
4528 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4530 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4531 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4532 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4533 permutation |= SHADERPERMUTATION_ALPHAKILL;
4534 // normalmap (deferred prepass), may use alpha test on diffuse
4535 mode = SHADERMODE_DEFERREDGEOMETRY;
4536 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4537 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4538 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4539 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4541 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4542 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4546 R_Mesh_ColorPointer(NULL, 0, 0);
4547 GL_AlphaTest(false);
4548 GL_BlendFunc(GL_ONE, GL_ZERO);
4550 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4552 if (r_glsl_offsetmapping.integer)
4554 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555 if (r_glsl_offsetmapping_reliefmapping.integer)
4556 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4558 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4561 mode = SHADERMODE_LIGHTSOURCE;
4562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4563 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4564 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4565 permutation |= SHADERPERMUTATION_CUBEFILTER;
4566 if (diffusescale > 0)
4567 permutation |= SHADERPERMUTATION_DIFFUSE;
4568 if (specularscale > 0)
4570 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4571 if (r_shadow_glossexact.integer)
4572 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4574 if (r_refdef.fogenabled)
4575 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4576 if (rsurface.texture->colormapping)
4577 permutation |= SHADERPERMUTATION_COLORMAPPING;
4578 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4580 if (r_shadow_usingshadowmaprect)
4581 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4582 if (r_shadow_usingshadowmap2d)
4583 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4584 if (r_shadow_usingshadowmapcube)
4585 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4586 else if(r_shadow_shadowmapvsdct)
4587 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4589 if (r_shadow_shadowmapsampler)
4590 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4591 if (r_shadow_shadowmappcf > 1)
4592 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4593 else if (r_shadow_shadowmappcf)
4594 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4596 if (rsurface.texture->reflectmasktexture)
4597 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4598 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4599 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4601 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4602 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4603 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4608 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4609 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4611 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4615 R_Mesh_ColorPointer(NULL, 0, 0);
4616 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4619 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4621 if (r_glsl_offsetmapping.integer)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4624 if (r_glsl_offsetmapping_reliefmapping.integer)
4625 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629 // unshaded geometry (fullbright or ambient model lighting)
4630 mode = SHADERMODE_FLATCOLOR;
4631 ambientscale = diffusescale = specularscale = 0;
4632 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4633 permutation |= SHADERPERMUTATION_GLOW;
4634 if (r_refdef.fogenabled)
4635 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4636 if (rsurface.texture->colormapping)
4637 permutation |= SHADERPERMUTATION_COLORMAPPING;
4638 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4640 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4641 if (r_shadow_usingshadowmaprect)
4642 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4643 if (r_shadow_usingshadowmap2d)
4644 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4646 if (r_shadow_shadowmapsampler)
4647 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4648 if (r_shadow_shadowmappcf > 1)
4649 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4650 else if (r_shadow_shadowmappcf)
4651 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4654 permutation |= SHADERPERMUTATION_REFLECTION;
4655 if (rsurface.texture->reflectmasktexture)
4656 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4657 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4658 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4660 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4662 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4666 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4667 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4668 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4670 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4671 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4672 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4674 R_Mesh_ColorPointer(NULL, 0, 0);
4675 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4676 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4678 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4680 if (r_glsl_offsetmapping.integer)
4682 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683 if (r_glsl_offsetmapping_reliefmapping.integer)
4684 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4686 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4687 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4688 // directional model lighting
4689 mode = SHADERMODE_LIGHTDIRECTION;
4690 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4691 permutation |= SHADERPERMUTATION_GLOW;
4692 permutation |= SHADERPERMUTATION_DIFFUSE;
4693 if (specularscale > 0)
4695 permutation |= SHADERPERMUTATION_SPECULAR;
4696 if (r_shadow_glossexact.integer)
4697 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4699 if (r_refdef.fogenabled)
4700 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4701 if (rsurface.texture->colormapping)
4702 permutation |= SHADERPERMUTATION_COLORMAPPING;
4703 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4705 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4706 if (r_shadow_usingshadowmaprect)
4707 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4708 if (r_shadow_usingshadowmap2d)
4709 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4711 if (r_shadow_shadowmapsampler)
4712 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4713 if (r_shadow_shadowmappcf > 1)
4714 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4715 else if (r_shadow_shadowmappcf)
4716 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4718 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4719 permutation |= SHADERPERMUTATION_REFLECTION;
4720 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4721 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4722 if (rsurface.texture->reflectmasktexture)
4723 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4724 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4725 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4727 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4728 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4729 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4733 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4734 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4735 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4737 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4739 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4740 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4742 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4744 if (r_glsl_offsetmapping.integer)
4746 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747 if (r_glsl_offsetmapping_reliefmapping.integer)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4751 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4752 // ambient model lighting
4753 mode = SHADERMODE_LIGHTDIRECTION;
4754 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4755 permutation |= SHADERPERMUTATION_GLOW;
4756 if (r_refdef.fogenabled)
4757 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4758 if (rsurface.texture->colormapping)
4759 permutation |= SHADERPERMUTATION_COLORMAPPING;
4760 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4762 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4763 if (r_shadow_usingshadowmaprect)
4764 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4765 if (r_shadow_usingshadowmap2d)
4766 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4768 if (r_shadow_shadowmapsampler)
4769 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4770 if (r_shadow_shadowmappcf > 1)
4771 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4772 else if (r_shadow_shadowmappcf)
4773 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4775 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4776 permutation |= SHADERPERMUTATION_REFLECTION;
4777 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4778 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4779 if (rsurface.texture->reflectmasktexture)
4780 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4781 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4782 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4784 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4785 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4786 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4790 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4791 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4792 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4794 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4795 R_Mesh_ColorPointer(NULL, 0, 0);
4796 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4797 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4801 if (r_glsl_offsetmapping.integer)
4803 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804 if (r_glsl_offsetmapping_reliefmapping.integer)
4805 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4811 permutation |= SHADERPERMUTATION_GLOW;
4812 if (r_refdef.fogenabled)
4813 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4814 if (rsurface.texture->colormapping)
4815 permutation |= SHADERPERMUTATION_COLORMAPPING;
4816 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4818 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4819 if (r_shadow_usingshadowmaprect)
4820 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4821 if (r_shadow_usingshadowmap2d)
4822 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4824 if (r_shadow_shadowmapsampler)
4825 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4826 if (r_shadow_shadowmappcf > 1)
4827 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4828 else if (r_shadow_shadowmappcf)
4829 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4831 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4832 permutation |= SHADERPERMUTATION_REFLECTION;
4833 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4834 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4835 if (rsurface.texture->reflectmasktexture)
4836 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4839 // deluxemapping (light direction texture)
4840 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4841 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4843 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4844 permutation |= SHADERPERMUTATION_DIFFUSE;
4845 if (specularscale > 0)
4847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4848 if (r_shadow_glossexact.integer)
4849 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4851 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4852 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4853 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4857 else if (r_glsl_deluxemapping.integer >= 2)
4859 // fake deluxemapping (uniform light direction in tangentspace)
4860 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4861 permutation |= SHADERPERMUTATION_DIFFUSE;
4862 if (specularscale > 0)
4864 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4865 if (r_shadow_glossexact.integer)
4866 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4868 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4869 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4870 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4872 R_Mesh_ColorPointer(NULL, 0, 0);
4874 else if (rsurface.uselightmaptexture)
4876 // ordinary lightmapping (q1bsp, q3bsp)
4877 mode = SHADERMODE_LIGHTMAP;
4878 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4879 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4880 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4882 R_Mesh_ColorPointer(NULL, 0, 0);
4886 // ordinary vertex coloring (q3bsp)
4887 mode = SHADERMODE_VERTEXCOLOR;
4888 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4889 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4891 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4892 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4894 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4895 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4896 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4900 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4901 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4902 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4904 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4905 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4907 switch(vid.renderpath)
4909 case RENDERPATH_GL20:
4910 R_SetupShader_SetPermutationGLSL(mode, permutation);
4911 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4912 if (mode == SHADERMODE_LIGHTSOURCE)
4914 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4915 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4916 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4917 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);
4918 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);
4919 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);
4921 // additive passes are only darkened by fog, not tinted
4922 if (r_glsl_permutation->loc_FogColor >= 0)
4923 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4924 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4928 if (mode == SHADERMODE_FLATCOLOR)
4930 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4932 else if (mode == SHADERMODE_LIGHTDIRECTION)
4934 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]);
4935 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]);
4936 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);
4937 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);
4938 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);
4939 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]);
4940 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]);
4944 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]);
4945 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]);
4946 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);
4947 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);
4948 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);
4950 // additive passes are only darkened by fog, not tinted
4951 if (r_glsl_permutation->loc_FogColor >= 0)
4953 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4954 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4956 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4958 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);
4959 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]);
4960 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]);
4961 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4962 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4963 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4964 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4965 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4967 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4968 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4969 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4970 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]);
4971 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]);
4973 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4974 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4975 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4976 if (r_glsl_permutation->loc_Color_Pants >= 0)
4978 if (rsurface.texture->pantstexture)
4979 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4981 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4983 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4985 if (rsurface.texture->shirttexture)
4986 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4988 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4990 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]);
4991 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4992 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4993 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4994 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4995 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]);
4996 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4998 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4999 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5000 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5001 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5002 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5003 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5004 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5005 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5006 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5007 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5008 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5009 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5010 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5011 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5012 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5013 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5014 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5015 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5016 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5017 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5018 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5019 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5020 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5021 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5022 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5023 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5025 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5026 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5027 if (rsurface.rtlight)
5029 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5030 if (r_shadow_usingshadowmapcube)
5031 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5032 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5037 case RENDERPATH_CGGL:
5039 R_SetupShader_SetPermutationCG(mode, permutation);
5040 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5041 if (mode == SHADERMODE_LIGHTSOURCE)
5043 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5044 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5048 if (mode == SHADERMODE_LIGHTDIRECTION)
5050 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
5053 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5054 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5055 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5056 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5057 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
5060 if (mode == SHADERMODE_LIGHTSOURCE)
5062 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5064 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
5065 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
5066 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
5068 // additive passes are only darkened by fog, not tinted
5069 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5070 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5074 if (mode == SHADERMODE_FLATCOLOR)
5076 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5078 else if (mode == SHADERMODE_LIGHTDIRECTION)
5080 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
5081 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
5082 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
5083 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
5084 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
5085 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
5086 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
5090 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
5091 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
5092 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
5093 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
5094 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
5096 // additive passes are only darkened by fog, not tinted
5097 if (r_cg_permutation->fp_FogColor)
5099 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5100 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5102 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5105 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
5106 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
5107 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
5108 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5109 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5110 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5111 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5112 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5114 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
5115 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
5116 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5117 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5118 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_Color_Pants)
5121 if (rsurface.texture->pantstexture)
5122 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5124 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5127 if (r_cg_permutation->fp_Color_Shirt)
5129 if (rsurface.texture->shirttexture)
5130 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5132 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5135 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
5136 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5137 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5138 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5139 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5140 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
5141 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5143 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5144 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5145 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5146 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5147 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5148 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5149 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5150 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5151 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5152 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5153 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5154 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5155 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5156 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5157 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5158 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5159 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5160 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5161 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5162 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5163 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5164 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5165 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5166 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5167 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5168 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5170 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5171 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5172 if (rsurface.rtlight)
5174 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5175 if (r_shadow_usingshadowmapcube)
5176 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5184 case RENDERPATH_GL13:
5185 case RENDERPATH_GL11:
5190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5192 // select a permutation of the lighting shader appropriate to this
5193 // combination of texture, entity, light source, and fogging, only use the
5194 // minimum features necessary to avoid wasting rendering time in the
5195 // fragment shader on features that are not being used
5196 unsigned int permutation = 0;
5197 unsigned int mode = 0;
5198 const float *lightcolorbase = rtlight->currentcolor;
5199 float ambientscale = rtlight->ambientscale;
5200 float diffusescale = rtlight->diffusescale;
5201 float specularscale = rtlight->specularscale;
5202 // this is the location of the light in view space
5203 vec3_t viewlightorigin;
5204 // this transforms from view space (camera) to light space (cubemap)
5205 matrix4x4_t viewtolight;
5206 matrix4x4_t lighttoview;
5207 float viewtolight16f[16];
5208 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5210 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5211 if (rtlight->currentcubemap != r_texture_whitecube)
5212 permutation |= SHADERPERMUTATION_CUBEFILTER;
5213 if (diffusescale > 0)
5214 permutation |= SHADERPERMUTATION_DIFFUSE;
5215 if (specularscale > 0)
5217 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5218 if (r_shadow_glossexact.integer)
5219 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5221 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5223 if (r_shadow_usingshadowmaprect)
5224 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5225 if (r_shadow_usingshadowmap2d)
5226 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5227 if (r_shadow_usingshadowmapcube)
5228 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5229 else if(r_shadow_shadowmapvsdct)
5230 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5232 if (r_shadow_shadowmapsampler)
5233 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5234 if (r_shadow_shadowmappcf > 1)
5235 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5236 else if (r_shadow_shadowmappcf)
5237 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5239 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5240 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5241 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5242 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5243 switch(vid.renderpath)
5245 case RENDERPATH_GL20:
5246 R_SetupShader_SetPermutationGLSL(mode, permutation);
5247 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5248 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5249 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);
5250 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);
5251 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);
5252 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]);
5253 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]);
5254 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));
5255 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]);
5256 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5258 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5259 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5260 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5261 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5262 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5263 if (r_shadow_usingshadowmapcube)
5264 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5265 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5266 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5268 case RENDERPATH_CGGL:
5270 R_SetupShader_SetPermutationCG(mode, permutation);
5271 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5272 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5273 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
5274 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
5275 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
5276 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
5277 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
5278 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
5279 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
5280 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5287 if (r_shadow_usingshadowmapcube)
5288 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5293 case RENDERPATH_GL13:
5294 case RENDERPATH_GL11:
5299 #define SKINFRAME_HASH 1024
5303 int loadsequence; // incremented each level change
5304 memexpandablearray_t array;
5305 skinframe_t *hash[SKINFRAME_HASH];
5308 r_skinframe_t r_skinframe;
5310 void R_SkinFrame_PrepareForPurge(void)
5312 r_skinframe.loadsequence++;
5313 // wrap it without hitting zero
5314 if (r_skinframe.loadsequence >= 200)
5315 r_skinframe.loadsequence = 1;
5318 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5322 // mark the skinframe as used for the purging code
5323 skinframe->loadsequence = r_skinframe.loadsequence;
5326 void R_SkinFrame_Purge(void)
5330 for (i = 0;i < SKINFRAME_HASH;i++)
5332 for (s = r_skinframe.hash[i];s;s = s->next)
5334 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5336 if (s->merged == s->base)
5338 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5339 R_PurgeTexture(s->stain );s->stain = NULL;
5340 R_PurgeTexture(s->merged);s->merged = NULL;
5341 R_PurgeTexture(s->base );s->base = NULL;
5342 R_PurgeTexture(s->pants );s->pants = NULL;
5343 R_PurgeTexture(s->shirt );s->shirt = NULL;
5344 R_PurgeTexture(s->nmap );s->nmap = NULL;
5345 R_PurgeTexture(s->gloss );s->gloss = NULL;
5346 R_PurgeTexture(s->glow );s->glow = NULL;
5347 R_PurgeTexture(s->fog );s->fog = NULL;
5348 R_PurgeTexture(s->reflect);s->reflect = NULL;
5349 s->loadsequence = 0;
5355 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5357 char basename[MAX_QPATH];
5359 Image_StripImageExtension(name, basename, sizeof(basename));
5361 if( last == NULL ) {
5363 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5364 item = r_skinframe.hash[hashindex];
5369 // linearly search through the hash bucket
5370 for( ; item ; item = item->next ) {
5371 if( !strcmp( item->basename, basename ) ) {
5378 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5382 char basename[MAX_QPATH];
5384 Image_StripImageExtension(name, basename, sizeof(basename));
5386 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5387 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5388 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5392 rtexture_t *dyntexture;
5393 // check whether its a dynamic texture
5394 dyntexture = CL_GetDynTexture( basename );
5395 if (!add && !dyntexture)
5397 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5398 memset(item, 0, sizeof(*item));
5399 strlcpy(item->basename, basename, sizeof(item->basename));
5400 item->base = dyntexture; // either NULL or dyntexture handle
5401 item->textureflags = textureflags;
5402 item->comparewidth = comparewidth;
5403 item->compareheight = compareheight;
5404 item->comparecrc = comparecrc;
5405 item->next = r_skinframe.hash[hashindex];
5406 r_skinframe.hash[hashindex] = item;
5408 else if( item->base == NULL )
5410 rtexture_t *dyntexture;
5411 // check whether its a dynamic texture
5412 // 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]
5413 dyntexture = CL_GetDynTexture( basename );
5414 item->base = dyntexture; // either NULL or dyntexture handle
5417 R_SkinFrame_MarkUsed(item);
5421 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5423 unsigned long long avgcolor[5], wsum; \
5431 for(pix = 0; pix < cnt; ++pix) \
5434 for(comp = 0; comp < 3; ++comp) \
5436 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5439 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5441 for(comp = 0; comp < 3; ++comp) \
5442 avgcolor[comp] += getpixel * w; \
5445 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5446 avgcolor[4] += getpixel; \
5448 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5450 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5451 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5452 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5453 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5456 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5459 unsigned char *pixels;
5460 unsigned char *bumppixels;
5461 unsigned char *basepixels = NULL;
5462 int basepixels_width = 0;
5463 int basepixels_height = 0;
5464 skinframe_t *skinframe;
5465 rtexture_t *ddsbase = NULL;
5466 qboolean ddshasalpha = false;
5467 float ddsavgcolor[4];
5468 char basename[MAX_QPATH];
5470 if (cls.state == ca_dedicated)
5473 // return an existing skinframe if already loaded
5474 // if loading of the first image fails, don't make a new skinframe as it
5475 // would cause all future lookups of this to be missing
5476 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5477 if (skinframe && skinframe->base)
5480 Image_StripImageExtension(name, basename, sizeof(basename));
5482 // check for DDS texture file first
5483 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5485 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5486 if (basepixels == NULL)
5490 if (developer_loading.integer)
5491 Con_Printf("loading skin \"%s\"\n", name);
5493 // we've got some pixels to store, so really allocate this new texture now
5495 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5496 skinframe->stain = NULL;
5497 skinframe->merged = NULL;
5498 skinframe->base = NULL;
5499 skinframe->pants = NULL;
5500 skinframe->shirt = NULL;
5501 skinframe->nmap = NULL;
5502 skinframe->gloss = NULL;
5503 skinframe->glow = NULL;
5504 skinframe->fog = NULL;
5505 skinframe->reflect = NULL;
5506 skinframe->hasalpha = false;
5510 skinframe->base = ddsbase;
5511 skinframe->hasalpha = ddshasalpha;
5512 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5513 if (r_loadfog && skinframe->hasalpha)
5514 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5515 //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]);
5519 basepixels_width = image_width;
5520 basepixels_height = image_height;
5521 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);
5522 if (textureflags & TEXF_ALPHA)
5524 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5526 if (basepixels[j] < 255)
5528 skinframe->hasalpha = true;
5532 if (r_loadfog && skinframe->hasalpha)
5534 // has transparent pixels
5535 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5536 for (j = 0;j < image_width * image_height * 4;j += 4)
5541 pixels[j+3] = basepixels[j+3];
5543 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);
5547 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5548 //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]);
5549 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5550 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5551 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5552 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5557 if (r_loadnormalmap)
5558 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5559 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5561 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5562 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5563 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5564 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5567 // _norm is the name used by tenebrae and has been adopted as standard
5568 if (r_loadnormalmap && skinframe->nmap == NULL)
5570 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5572 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);
5576 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5578 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5579 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5580 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);
5582 Mem_Free(bumppixels);
5584 else if (r_shadow_bumpscale_basetexture.value > 0)
5586 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5587 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5588 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);
5591 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5592 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5595 // _luma is supported only for tenebrae compatibility
5596 // _glow is the preferred name
5597 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5599 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);
5600 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5601 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5602 Mem_Free(pixels);pixels = NULL;
5605 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5607 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);
5608 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5609 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5614 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5616 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);
5617 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5618 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5623 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5625 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);
5626 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5627 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5632 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5634 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5635 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5636 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5642 Mem_Free(basepixels);
5647 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5648 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5651 unsigned char *temp1, *temp2;
5652 skinframe_t *skinframe;
5654 if (cls.state == ca_dedicated)
5657 // if already loaded just return it, otherwise make a new skinframe
5658 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5659 if (skinframe && skinframe->base)
5662 skinframe->stain = NULL;
5663 skinframe->merged = NULL;
5664 skinframe->base = NULL;
5665 skinframe->pants = NULL;
5666 skinframe->shirt = NULL;
5667 skinframe->nmap = NULL;
5668 skinframe->gloss = NULL;
5669 skinframe->glow = NULL;
5670 skinframe->fog = NULL;
5671 skinframe->reflect = NULL;
5672 skinframe->hasalpha = false;
5674 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5678 if (developer_loading.integer)
5679 Con_Printf("loading 32bit skin \"%s\"\n", name);
5681 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5683 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5684 temp2 = temp1 + width * height * 4;
5685 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5686 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5689 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5690 if (textureflags & TEXF_ALPHA)
5692 for (i = 3;i < width * height * 4;i += 4)
5694 if (skindata[i] < 255)
5696 skinframe->hasalpha = true;
5700 if (r_loadfog && skinframe->hasalpha)
5702 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5703 memcpy(fogpixels, skindata, width * height * 4);
5704 for (i = 0;i < width * height * 4;i += 4)
5705 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5706 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5707 Mem_Free(fogpixels);
5711 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5712 //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]);
5717 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5721 skinframe_t *skinframe;
5723 if (cls.state == ca_dedicated)
5726 // if already loaded just return it, otherwise make a new skinframe
5727 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5728 if (skinframe && skinframe->base)
5731 skinframe->stain = NULL;
5732 skinframe->merged = NULL;
5733 skinframe->base = NULL;
5734 skinframe->pants = NULL;
5735 skinframe->shirt = NULL;
5736 skinframe->nmap = NULL;
5737 skinframe->gloss = NULL;
5738 skinframe->glow = NULL;
5739 skinframe->fog = NULL;
5740 skinframe->reflect = NULL;
5741 skinframe->hasalpha = false;
5743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5747 if (developer_loading.integer)
5748 Con_Printf("loading quake skin \"%s\"\n", name);
5750 // 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)
5751 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5752 memcpy(skinframe->qpixels, skindata, width*height);
5753 skinframe->qwidth = width;
5754 skinframe->qheight = height;
5757 for (i = 0;i < width * height;i++)
5758 featuresmask |= palette_featureflags[skindata[i]];
5760 skinframe->hasalpha = false;
5761 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5762 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5763 skinframe->qgeneratemerged = true;
5764 skinframe->qgeneratebase = skinframe->qhascolormapping;
5765 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5767 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5768 //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]);
5773 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5777 unsigned char *skindata;
5779 if (!skinframe->qpixels)
5782 if (!skinframe->qhascolormapping)
5783 colormapped = false;
5787 if (!skinframe->qgeneratebase)
5792 if (!skinframe->qgeneratemerged)
5796 width = skinframe->qwidth;
5797 height = skinframe->qheight;
5798 skindata = skinframe->qpixels;
5800 if (skinframe->qgeneratenmap)
5802 unsigned char *temp1, *temp2;
5803 skinframe->qgeneratenmap = false;
5804 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5805 temp2 = temp1 + width * height * 4;
5806 // use either a custom palette or the quake palette
5807 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5808 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5809 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5813 if (skinframe->qgenerateglow)
5815 skinframe->qgenerateglow = false;
5816 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5821 skinframe->qgeneratebase = false;
5822 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);
5823 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5824 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5828 skinframe->qgeneratemerged = false;
5829 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5832 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5834 Mem_Free(skinframe->qpixels);
5835 skinframe->qpixels = NULL;
5839 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)
5842 skinframe_t *skinframe;
5844 if (cls.state == ca_dedicated)
5847 // if already loaded just return it, otherwise make a new skinframe
5848 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5849 if (skinframe && skinframe->base)
5852 skinframe->stain = NULL;
5853 skinframe->merged = NULL;
5854 skinframe->base = NULL;
5855 skinframe->pants = NULL;
5856 skinframe->shirt = NULL;
5857 skinframe->nmap = NULL;
5858 skinframe->gloss = NULL;
5859 skinframe->glow = NULL;
5860 skinframe->fog = NULL;
5861 skinframe->reflect = NULL;
5862 skinframe->hasalpha = false;
5864 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5868 if (developer_loading.integer)
5869 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5871 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5872 if (textureflags & TEXF_ALPHA)
5874 for (i = 0;i < width * height;i++)
5876 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5878 skinframe->hasalpha = true;
5882 if (r_loadfog && skinframe->hasalpha)
5883 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5886 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5887 //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]);
5892 skinframe_t *R_SkinFrame_LoadMissing(void)
5894 skinframe_t *skinframe;
5896 if (cls.state == ca_dedicated)
5899 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5900 skinframe->stain = NULL;
5901 skinframe->merged = NULL;
5902 skinframe->base = NULL;
5903 skinframe->pants = NULL;
5904 skinframe->shirt = NULL;
5905 skinframe->nmap = NULL;
5906 skinframe->gloss = NULL;
5907 skinframe->glow = NULL;
5908 skinframe->fog = NULL;
5909 skinframe->reflect = NULL;
5910 skinframe->hasalpha = false;
5912 skinframe->avgcolor[0] = rand() / RAND_MAX;
5913 skinframe->avgcolor[1] = rand() / RAND_MAX;
5914 skinframe->avgcolor[2] = rand() / RAND_MAX;
5915 skinframe->avgcolor[3] = 1;
5920 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5921 typedef struct suffixinfo_s
5924 qboolean flipx, flipy, flipdiagonal;
5927 static suffixinfo_t suffix[3][6] =
5930 {"px", false, false, false},
5931 {"nx", false, false, false},
5932 {"py", false, false, false},
5933 {"ny", false, false, false},
5934 {"pz", false, false, false},
5935 {"nz", false, false, false}
5938 {"posx", false, false, false},
5939 {"negx", false, false, false},
5940 {"posy", false, false, false},
5941 {"negy", false, false, false},
5942 {"posz", false, false, false},
5943 {"negz", false, false, false}
5946 {"rt", true, false, true},
5947 {"lf", false, true, true},
5948 {"ft", true, true, false},
5949 {"bk", false, false, false},
5950 {"up", true, false, true},
5951 {"dn", true, false, true}
5955 static int componentorder[4] = {0, 1, 2, 3};
5957 rtexture_t *R_LoadCubemap(const char *basename)
5959 int i, j, cubemapsize;
5960 unsigned char *cubemappixels, *image_buffer;
5961 rtexture_t *cubemaptexture;
5963 // must start 0 so the first loadimagepixels has no requested width/height
5965 cubemappixels = NULL;
5966 cubemaptexture = NULL;
5967 // keep trying different suffix groups (posx, px, rt) until one loads
5968 for (j = 0;j < 3 && !cubemappixels;j++)
5970 // load the 6 images in the suffix group
5971 for (i = 0;i < 6;i++)
5973 // generate an image name based on the base and and suffix
5974 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5976 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5978 // an image loaded, make sure width and height are equal
5979 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5981 // if this is the first image to load successfully, allocate the cubemap memory
5982 if (!cubemappixels && image_width >= 1)
5984 cubemapsize = image_width;
5985 // note this clears to black, so unavailable sides are black
5986 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5988 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5990 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5993 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5995 Mem_Free(image_buffer);
5999 // if a cubemap loaded, upload it
6002 if (developer_loading.integer)
6003 Con_Printf("loading cubemap \"%s\"\n", basename);
6005 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6006 Mem_Free(cubemappixels);
6010 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6011 if (developer_loading.integer)
6013 Con_Printf("(tried tried images ");
6014 for (j = 0;j < 3;j++)
6015 for (i = 0;i < 6;i++)
6016 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6017 Con_Print(" and was unable to find any of them).\n");
6020 return cubemaptexture;
6023 rtexture_t *R_GetCubemap(const char *basename)
6026 for (i = 0;i < r_texture_numcubemaps;i++)
6027 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6028 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6029 if (i >= MAX_CUBEMAPS)
6030 return r_texture_whitecube;
6031 r_texture_numcubemaps++;
6032 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6033 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6034 return r_texture_cubemaps[i].texture;
6037 void R_FreeCubemaps(void)
6040 for (i = 0;i < r_texture_numcubemaps;i++)
6042 if (developer_loading.integer)
6043 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6044 if (r_texture_cubemaps[i].texture)
6045 R_FreeTexture(r_texture_cubemaps[i].texture);
6047 r_texture_numcubemaps = 0;
6050 void R_Main_FreeViewCache(void)
6052 if (r_refdef.viewcache.entityvisible)
6053 Mem_Free(r_refdef.viewcache.entityvisible);
6054 if (r_refdef.viewcache.world_pvsbits)
6055 Mem_Free(r_refdef.viewcache.world_pvsbits);
6056 if (r_refdef.viewcache.world_leafvisible)
6057 Mem_Free(r_refdef.viewcache.world_leafvisible);
6058 if (r_refdef.viewcache.world_surfacevisible)
6059 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6060 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6063 void R_Main_ResizeViewCache(void)
6065 int numentities = r_refdef.scene.numentities;
6066 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6067 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6068 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6069 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6070 if (r_refdef.viewcache.maxentities < numentities)
6072 r_refdef.viewcache.maxentities = numentities;
6073 if (r_refdef.viewcache.entityvisible)
6074 Mem_Free(r_refdef.viewcache.entityvisible);
6075 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6077 if (r_refdef.viewcache.world_numclusters != numclusters)
6079 r_refdef.viewcache.world_numclusters = numclusters;
6080 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6081 if (r_refdef.viewcache.world_pvsbits)
6082 Mem_Free(r_refdef.viewcache.world_pvsbits);
6083 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6085 if (r_refdef.viewcache.world_numleafs != numleafs)
6087 r_refdef.viewcache.world_numleafs = numleafs;
6088 if (r_refdef.viewcache.world_leafvisible)
6089 Mem_Free(r_refdef.viewcache.world_leafvisible);
6090 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6092 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6094 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6095 if (r_refdef.viewcache.world_surfacevisible)
6096 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6097 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6101 extern rtexture_t *loadingscreentexture;
6102 void gl_main_start(void)
6104 loadingscreentexture = NULL;
6105 r_texture_blanknormalmap = NULL;
6106 r_texture_white = NULL;
6107 r_texture_grey128 = NULL;
6108 r_texture_black = NULL;
6109 r_texture_whitecube = NULL;
6110 r_texture_normalizationcube = NULL;
6111 r_texture_fogattenuation = NULL;
6112 r_texture_gammaramps = NULL;
6113 r_texture_numcubemaps = 0;
6115 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6116 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6118 switch(vid.renderpath)
6120 case RENDERPATH_GL20:
6121 case RENDERPATH_CGGL:
6122 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6123 Cvar_SetValueQuick(&gl_combine, 1);
6124 Cvar_SetValueQuick(&r_glsl, 1);
6125 r_loadnormalmap = true;
6129 case RENDERPATH_GL13:
6130 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6131 Cvar_SetValueQuick(&gl_combine, 1);
6132 Cvar_SetValueQuick(&r_glsl, 0);
6133 r_loadnormalmap = false;
6134 r_loadgloss = false;
6137 case RENDERPATH_GL11:
6138 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6139 Cvar_SetValueQuick(&gl_combine, 0);
6140 Cvar_SetValueQuick(&r_glsl, 0);
6141 r_loadnormalmap = false;
6142 r_loadgloss = false;
6148 R_FrameData_Reset();
6152 memset(r_queries, 0, sizeof(r_queries));
6154 r_qwskincache = NULL;
6155 r_qwskincache_size = 0;
6157 // set up r_skinframe loading system for textures
6158 memset(&r_skinframe, 0, sizeof(r_skinframe));
6159 r_skinframe.loadsequence = 1;
6160 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6162 r_main_texturepool = R_AllocTexturePool();
6163 R_BuildBlankTextures();
6165 if (vid.support.arb_texture_cube_map)
6168 R_BuildNormalizationCube();
6170 r_texture_fogattenuation = NULL;
6171 r_texture_gammaramps = NULL;
6172 //r_texture_fogintensity = NULL;
6173 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6174 memset(&r_waterstate, 0, sizeof(r_waterstate));
6175 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6176 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6177 glslshaderstring = NULL;
6179 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6180 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6181 cgshaderstring = NULL;
6183 memset(&r_svbsp, 0, sizeof (r_svbsp));
6185 r_refdef.fogmasktable_density = 0;
6188 void gl_main_shutdown(void)
6191 R_FrameData_Reset();
6193 R_Main_FreeViewCache();
6196 qglDeleteQueriesARB(r_maxqueries, r_queries);
6200 memset(r_queries, 0, sizeof(r_queries));
6202 r_qwskincache = NULL;
6203 r_qwskincache_size = 0;
6205 // clear out the r_skinframe state
6206 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6207 memset(&r_skinframe, 0, sizeof(r_skinframe));
6210 Mem_Free(r_svbsp.nodes);
6211 memset(&r_svbsp, 0, sizeof (r_svbsp));
6212 R_FreeTexturePool(&r_main_texturepool);
6213 loadingscreentexture = NULL;
6214 r_texture_blanknormalmap = NULL;
6215 r_texture_white = NULL;
6216 r_texture_grey128 = NULL;
6217 r_texture_black = NULL;
6218 r_texture_whitecube = NULL;
6219 r_texture_normalizationcube = NULL;
6220 r_texture_fogattenuation = NULL;
6221 r_texture_gammaramps = NULL;
6222 r_texture_numcubemaps = 0;
6223 //r_texture_fogintensity = NULL;
6224 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6225 memset(&r_waterstate, 0, sizeof(r_waterstate));
6229 extern void CL_ParseEntityLump(char *entitystring);
6230 void gl_main_newmap(void)
6232 // FIXME: move this code to client
6234 char *entities, entname[MAX_QPATH];
6236 Mem_Free(r_qwskincache);
6237 r_qwskincache = NULL;
6238 r_qwskincache_size = 0;
6241 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6242 l = (int)strlen(entname) - 4;
6243 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6245 memcpy(entname + l, ".ent", 5);
6246 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6248 CL_ParseEntityLump(entities);
6253 if (cl.worldmodel->brush.entities)
6254 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6256 R_Main_FreeViewCache();
6258 R_FrameData_Reset();
6261 void GL_Main_Init(void)
6263 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6265 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6266 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6267 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6268 if (gamemode == GAME_NEHAHRA)
6270 Cvar_RegisterVariable (&gl_fogenable);
6271 Cvar_RegisterVariable (&gl_fogdensity);
6272 Cvar_RegisterVariable (&gl_fogred);
6273 Cvar_RegisterVariable (&gl_foggreen);
6274 Cvar_RegisterVariable (&gl_fogblue);
6275 Cvar_RegisterVariable (&gl_fogstart);
6276 Cvar_RegisterVariable (&gl_fogend);
6277 Cvar_RegisterVariable (&gl_skyclip);
6279 Cvar_RegisterVariable(&r_motionblur);
6280 Cvar_RegisterVariable(&r_motionblur_maxblur);
6281 Cvar_RegisterVariable(&r_motionblur_bmin);
6282 Cvar_RegisterVariable(&r_motionblur_vmin);
6283 Cvar_RegisterVariable(&r_motionblur_vmax);
6284 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6285 Cvar_RegisterVariable(&r_motionblur_randomize);
6286 Cvar_RegisterVariable(&r_damageblur);
6287 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6288 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6289 Cvar_RegisterVariable(&r_equalize_entities_by);
6290 Cvar_RegisterVariable(&r_equalize_entities_to);
6291 Cvar_RegisterVariable(&r_depthfirst);
6292 Cvar_RegisterVariable(&r_useinfinitefarclip);
6293 Cvar_RegisterVariable(&r_farclip_base);
6294 Cvar_RegisterVariable(&r_farclip_world);
6295 Cvar_RegisterVariable(&r_nearclip);
6296 Cvar_RegisterVariable(&r_showbboxes);
6297 Cvar_RegisterVariable(&r_showsurfaces);
6298 Cvar_RegisterVariable(&r_showtris);
6299 Cvar_RegisterVariable(&r_shownormals);
6300 Cvar_RegisterVariable(&r_showlighting);
6301 Cvar_RegisterVariable(&r_showshadowvolumes);
6302 Cvar_RegisterVariable(&r_showcollisionbrushes);
6303 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6304 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6305 Cvar_RegisterVariable(&r_showdisabledepthtest);
6306 Cvar_RegisterVariable(&r_drawportals);
6307 Cvar_RegisterVariable(&r_drawentities);
6308 Cvar_RegisterVariable(&r_cullentities_trace);
6309 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6310 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6311 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6312 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6313 Cvar_RegisterVariable(&r_drawviewmodel);
6314 Cvar_RegisterVariable(&r_speeds);
6315 Cvar_RegisterVariable(&r_fullbrights);
6316 Cvar_RegisterVariable(&r_wateralpha);
6317 Cvar_RegisterVariable(&r_dynamic);
6318 Cvar_RegisterVariable(&r_fullbright);
6319 Cvar_RegisterVariable(&r_shadows);
6320 Cvar_RegisterVariable(&r_shadows_darken);
6321 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6322 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6323 Cvar_RegisterVariable(&r_shadows_throwdistance);
6324 Cvar_RegisterVariable(&r_shadows_throwdirection);
6325 Cvar_RegisterVariable(&r_shadows_focus);
6326 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6327 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6328 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6329 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6330 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6331 Cvar_RegisterVariable(&r_fog_exp2);
6332 Cvar_RegisterVariable(&r_drawfog);
6333 Cvar_RegisterVariable(&r_transparentdepthmasking);
6334 Cvar_RegisterVariable(&r_texture_dds_load);
6335 Cvar_RegisterVariable(&r_texture_dds_save);
6336 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6337 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6338 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6339 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6340 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6341 Cvar_RegisterVariable(&r_textureunits);
6342 Cvar_RegisterVariable(&gl_combine);
6343 Cvar_RegisterVariable(&r_glsl);
6344 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6345 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6347 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6348 Cvar_RegisterVariable(&r_glsl_postprocess);
6349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6351 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6353 Cvar_RegisterVariable(&r_water);
6354 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6355 Cvar_RegisterVariable(&r_water_clippingplanebias);
6356 Cvar_RegisterVariable(&r_water_refractdistort);
6357 Cvar_RegisterVariable(&r_water_reflectdistort);
6358 Cvar_RegisterVariable(&r_lerpsprites);
6359 Cvar_RegisterVariable(&r_lerpmodels);
6360 Cvar_RegisterVariable(&r_lerplightstyles);
6361 Cvar_RegisterVariable(&r_waterscroll);
6362 Cvar_RegisterVariable(&r_bloom);
6363 Cvar_RegisterVariable(&r_bloom_colorscale);
6364 Cvar_RegisterVariable(&r_bloom_brighten);
6365 Cvar_RegisterVariable(&r_bloom_blur);
6366 Cvar_RegisterVariable(&r_bloom_resolution);
6367 Cvar_RegisterVariable(&r_bloom_colorexponent);
6368 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6369 Cvar_RegisterVariable(&r_hdr);
6370 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6371 Cvar_RegisterVariable(&r_hdr_glowintensity);
6372 Cvar_RegisterVariable(&r_hdr_range);
6373 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6374 Cvar_RegisterVariable(&developer_texturelogging);
6375 Cvar_RegisterVariable(&gl_lightmaps);
6376 Cvar_RegisterVariable(&r_test);
6377 Cvar_RegisterVariable(&r_batchmode);
6378 Cvar_RegisterVariable(&r_glsl_saturation);
6379 Cvar_RegisterVariable(&r_framedatasize);
6380 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6381 Cvar_SetValue("r_fullbrights", 0);
6382 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6384 Cvar_RegisterVariable(&r_track_sprites);
6385 Cvar_RegisterVariable(&r_track_sprites_flags);
6386 Cvar_RegisterVariable(&r_track_sprites_scalew);
6387 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6388 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6389 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6392 extern void R_Textures_Init(void);
6393 extern void GL_Draw_Init(void);
6394 extern void GL_Main_Init(void);
6395 extern void R_Shadow_Init(void);
6396 extern void R_Sky_Init(void);
6397 extern void GL_Surf_Init(void);
6398 extern void R_Particles_Init(void);
6399 extern void R_Explosion_Init(void);
6400 extern void gl_backend_init(void);
6401 extern void Sbar_Init(void);
6402 extern void R_LightningBeams_Init(void);
6403 extern void Mod_RenderInit(void);
6404 extern void Font_Init(void);
6406 void Render_Init(void)
6419 R_LightningBeams_Init();
6428 extern char *ENGINE_EXTENSIONS;
6431 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6432 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6433 gl_version = (const char *)qglGetString(GL_VERSION);
6434 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6438 if (!gl_platformextensions)
6439 gl_platformextensions = "";
6441 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6442 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6443 Con_Printf("GL_VERSION: %s\n", gl_version);
6444 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6445 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6447 VID_CheckExtensions();
6449 // LordHavoc: report supported extensions
6450 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6452 // clear to black (loading plaque will be seen over this)
6454 qglClearColor(0,0,0,1);CHECKGLERROR
6455 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6458 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6462 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6464 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6467 p = r_refdef.view.frustum + i;
6472 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6476 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6480 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6484 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6488 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6492 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6496 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6500 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6508 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6512 for (i = 0;i < numplanes;i++)
6519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6535 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6539 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6543 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6547 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6555 //==================================================================================
6557 // LordHavoc: this stores temporary data used within the same frame
6559 qboolean r_framedata_failed;
6560 static size_t r_framedata_size;
6561 static size_t r_framedata_current;
6562 static void *r_framedata_base;
6564 void R_FrameData_Reset(void)
6566 if (r_framedata_base)
6567 Mem_Free(r_framedata_base);
6568 r_framedata_base = NULL;
6569 r_framedata_size = 0;
6570 r_framedata_current = 0;
6571 r_framedata_failed = false;
6574 void R_FrameData_NewFrame(void)
6577 if (r_framedata_failed)
6578 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6579 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6580 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6581 if (r_framedata_size != wantedsize)
6583 r_framedata_size = wantedsize;
6584 if (r_framedata_base)
6585 Mem_Free(r_framedata_base);
6586 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6588 r_framedata_current = 0;
6589 r_framedata_failed = false;
6592 void *R_FrameData_Alloc(size_t size)
6596 // align to 16 byte boundary
6597 size = (size + 15) & ~15;
6598 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6599 r_framedata_current += size;
6602 if (r_framedata_current > r_framedata_size)
6603 r_framedata_failed = true;
6605 // return NULL on everything after a failure
6606 if (r_framedata_failed)
6612 void *R_FrameData_Store(size_t size, void *data)
6614 void *d = R_FrameData_Alloc(size);
6616 memcpy(d, data, size);
6620 //==================================================================================
6622 // LordHavoc: animcache originally written by Echon, rewritten since then
6625 * Animation cache prevents re-generating mesh data for an animated model
6626 * multiple times in one frame for lighting, shadowing, reflections, etc.
6629 void R_AnimCache_Free(void)
6633 void R_AnimCache_ClearCache(void)
6636 entity_render_t *ent;
6638 for (i = 0;i < r_refdef.scene.numentities;i++)
6640 ent = r_refdef.scene.entities[i];
6641 ent->animcache_vertex3f = NULL;
6642 ent->animcache_normal3f = NULL;
6643 ent->animcache_svector3f = NULL;
6644 ent->animcache_tvector3f = NULL;
6648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6650 dp_model_t *model = ent->model;
6652 // see if it's already cached this frame
6653 if (ent->animcache_vertex3f)
6655 // add normals/tangents if needed
6656 if (wantnormals || wanttangents)
6658 if (ent->animcache_normal3f)
6659 wantnormals = false;
6660 if (ent->animcache_svector3f)
6661 wanttangents = false;
6662 if (wantnormals || wanttangents)
6664 numvertices = model->surfmesh.num_vertices;
6666 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6669 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6672 if (!r_framedata_failed)
6673 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6679 // see if this ent is worth caching
6680 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6682 // get some memory for this entity and generate mesh data
6683 numvertices = model->surfmesh.num_vertices;
6684 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6686 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6689 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6692 if (!r_framedata_failed)
6693 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6695 return !r_framedata_failed;
6698 void R_AnimCache_CacheVisibleEntities(void)
6701 qboolean wantnormals = !r_showsurfaces.integer;
6702 qboolean wanttangents = !r_showsurfaces.integer;
6704 switch(vid.renderpath)
6706 case RENDERPATH_GL20:
6707 case RENDERPATH_CGGL:
6709 case RENDERPATH_GL13:
6710 case RENDERPATH_GL11:
6711 wanttangents = false;
6715 // TODO: thread this
6716 // NOTE: R_PrepareRTLights() also caches entities
6718 for (i = 0;i < r_refdef.scene.numentities;i++)
6719 if (r_refdef.viewcache.entityvisible[i])
6720 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6723 //==================================================================================
6725 static void R_View_UpdateEntityLighting (void)
6728 entity_render_t *ent;
6729 vec3_t tempdiffusenormal, avg;
6730 vec_t f, fa, fd, fdd;
6732 for (i = 0;i < r_refdef.scene.numentities;i++)
6734 ent = r_refdef.scene.entities[i];
6736 // skip unseen models
6737 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6741 if (ent->model && ent->model->brush.num_leafs)
6743 // TODO: use modellight for r_ambient settings on world?
6744 VectorSet(ent->modellight_ambient, 0, 0, 0);
6745 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6746 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6750 // fetch the lighting from the worldmodel data
6751 VectorClear(ent->modellight_ambient);
6752 VectorClear(ent->modellight_diffuse);
6753 VectorClear(tempdiffusenormal);
6754 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6757 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6758 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6759 if(ent->flags & RENDER_EQUALIZE)
6761 // first fix up ambient lighting...
6762 if(r_equalize_entities_minambient.value > 0)
6764 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6767 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6768 if(fa < r_equalize_entities_minambient.value * fd)
6771 // fa'/fd' = minambient
6772 // fa'+0.25*fd' = fa+0.25*fd
6774 // fa' = fd' * minambient
6775 // fd'*(0.25+minambient) = fa+0.25*fd
6777 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6778 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6780 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6781 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
6782 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6783 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6788 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6790 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6791 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6794 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6795 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6796 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6802 VectorSet(ent->modellight_ambient, 1, 1, 1);
6804 // move the light direction into modelspace coordinates for lighting code
6805 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6806 if(VectorLength2(ent->modellight_lightdir) == 0)
6807 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6808 VectorNormalize(ent->modellight_lightdir);
6812 #define MAX_LINEOFSIGHTTRACES 64
6814 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6817 vec3_t boxmins, boxmaxs;
6820 dp_model_t *model = r_refdef.scene.worldmodel;
6822 if (!model || !model->brush.TraceLineOfSight)
6825 // expand the box a little
6826 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6827 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6828 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6829 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6830 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6831 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6833 // return true if eye is inside enlarged box
6834 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6838 VectorCopy(eye, start);
6839 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6840 if (model->brush.TraceLineOfSight(model, start, end))
6843 // try various random positions
6844 for (i = 0;i < numsamples;i++)
6846 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6847 if (model->brush.TraceLineOfSight(model, start, end))
6855 static void R_View_UpdateEntityVisible (void)
6860 entity_render_t *ent;
6862 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6863 if (!r_drawviewmodel.integer)
6864 renderimask |= RENDER_VIEWMODEL;
6865 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6867 // worldmodel can check visibility
6868 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6869 for (i = 0;i < r_refdef.scene.numentities;i++)
6871 ent = r_refdef.scene.entities[i];
6872 if (!(ent->flags & renderimask))
6873 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)))
6874 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))
6875 r_refdef.viewcache.entityvisible[i] = true;
6877 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6879 for (i = 0;i < r_refdef.scene.numentities;i++)
6881 ent = r_refdef.scene.entities[i];
6882 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6884 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6886 continue; // temp entities do pvs only
6887 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6888 ent->last_trace_visibility = realtime;
6889 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6890 r_refdef.viewcache.entityvisible[i] = 0;
6897 // no worldmodel or it can't check visibility
6898 for (i = 0;i < r_refdef.scene.numentities;i++)
6900 ent = r_refdef.scene.entities[i];
6901 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));
6906 /// only used if skyrendermasked, and normally returns false
6907 int R_DrawBrushModelsSky (void)
6910 entity_render_t *ent;
6913 for (i = 0;i < r_refdef.scene.numentities;i++)
6915 if (!r_refdef.viewcache.entityvisible[i])
6917 ent = r_refdef.scene.entities[i];
6918 if (!ent->model || !ent->model->DrawSky)
6920 ent->model->DrawSky(ent);
6926 static void R_DrawNoModel(entity_render_t *ent);
6927 static void R_DrawModels(void)
6930 entity_render_t *ent;
6932 for (i = 0;i < r_refdef.scene.numentities;i++)
6934 if (!r_refdef.viewcache.entityvisible[i])
6936 ent = r_refdef.scene.entities[i];
6937 r_refdef.stats.entities++;
6938 if (ent->model && ent->model->Draw != NULL)
6939 ent->model->Draw(ent);
6945 static void R_DrawModelsDepth(void)
6948 entity_render_t *ent;
6950 for (i = 0;i < r_refdef.scene.numentities;i++)
6952 if (!r_refdef.viewcache.entityvisible[i])
6954 ent = r_refdef.scene.entities[i];
6955 if (ent->model && ent->model->DrawDepth != NULL)
6956 ent->model->DrawDepth(ent);
6960 static void R_DrawModelsDebug(void)
6963 entity_render_t *ent;
6965 for (i = 0;i < r_refdef.scene.numentities;i++)
6967 if (!r_refdef.viewcache.entityvisible[i])
6969 ent = r_refdef.scene.entities[i];
6970 if (ent->model && ent->model->DrawDebug != NULL)
6971 ent->model->DrawDebug(ent);
6975 static void R_DrawModelsAddWaterPlanes(void)
6978 entity_render_t *ent;
6980 for (i = 0;i < r_refdef.scene.numentities;i++)
6982 if (!r_refdef.viewcache.entityvisible[i])
6984 ent = r_refdef.scene.entities[i];
6985 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6986 ent->model->DrawAddWaterPlanes(ent);
6990 static void R_View_SetFrustum(void)
6993 double slopex, slopey;
6994 vec3_t forward, left, up, origin;
6996 // we can't trust r_refdef.view.forward and friends in reflected scenes
6997 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7000 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7001 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7002 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7003 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7004 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7005 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7006 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7007 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7008 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7009 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7010 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7011 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7015 zNear = r_refdef.nearclip;
7016 nudge = 1.0 - 1.0 / (1<<23);
7017 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7018 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7019 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7020 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7021 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7022 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7023 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7024 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7030 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7031 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7032 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7033 r_refdef.view.frustum[0].dist = m[15] - m[12];
7035 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7036 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7037 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7038 r_refdef.view.frustum[1].dist = m[15] + m[12];
7040 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7041 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7042 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7043 r_refdef.view.frustum[2].dist = m[15] - m[13];
7045 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7046 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7047 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7048 r_refdef.view.frustum[3].dist = m[15] + m[13];
7050 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7051 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7052 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7053 r_refdef.view.frustum[4].dist = m[15] - m[14];
7055 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7056 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7057 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7058 r_refdef.view.frustum[5].dist = m[15] + m[14];
7061 if (r_refdef.view.useperspective)
7063 slopex = 1.0 / r_refdef.view.frustum_x;
7064 slopey = 1.0 / r_refdef.view.frustum_y;
7065 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7066 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7067 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7068 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7069 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7071 // Leaving those out was a mistake, those were in the old code, and they
7072 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7073 // I couldn't reproduce it after adding those normalizations. --blub
7074 VectorNormalize(r_refdef.view.frustum[0].normal);
7075 VectorNormalize(r_refdef.view.frustum[1].normal);
7076 VectorNormalize(r_refdef.view.frustum[2].normal);
7077 VectorNormalize(r_refdef.view.frustum[3].normal);
7079 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7080 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]);
7081 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]);
7082 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]);
7083 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]);
7085 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7086 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7087 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7088 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7089 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7093 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7094 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7095 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7096 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7097 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7098 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7099 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7100 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7101 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7102 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7104 r_refdef.view.numfrustumplanes = 5;
7106 if (r_refdef.view.useclipplane)
7108 r_refdef.view.numfrustumplanes = 6;
7109 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7112 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7113 PlaneClassify(r_refdef.view.frustum + i);
7115 // LordHavoc: note to all quake engine coders, Quake had a special case
7116 // for 90 degrees which assumed a square view (wrong), so I removed it,
7117 // Quake2 has it disabled as well.
7119 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7120 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7121 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7122 //PlaneClassify(&frustum[0]);
7124 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7125 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7126 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7127 //PlaneClassify(&frustum[1]);
7129 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7130 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7131 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7132 //PlaneClassify(&frustum[2]);
7134 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7135 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7136 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7137 //PlaneClassify(&frustum[3]);
7140 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7141 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7142 //PlaneClassify(&frustum[4]);
7145 void R_View_Update(void)
7147 R_Main_ResizeViewCache();
7148 R_View_SetFrustum();
7149 R_View_WorldVisibility(r_refdef.view.useclipplane);
7150 R_View_UpdateEntityVisible();
7151 R_View_UpdateEntityLighting();
7154 void R_SetupView(qboolean allowwaterclippingplane)
7156 const float *customclipplane = NULL;
7158 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7160 // LordHavoc: couldn't figure out how to make this approach the
7161 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7162 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7163 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7164 dist = r_refdef.view.clipplane.dist;
7165 plane[0] = r_refdef.view.clipplane.normal[0];
7166 plane[1] = r_refdef.view.clipplane.normal[1];
7167 plane[2] = r_refdef.view.clipplane.normal[2];
7169 customclipplane = plane;
7172 if (!r_refdef.view.useperspective)
7173 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);
7174 else if (vid.stencil && r_useinfinitefarclip.integer)
7175 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);
7177 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);
7178 R_SetViewport(&r_refdef.view.viewport);
7181 void R_EntityMatrix(const matrix4x4_t *matrix)
7183 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7185 gl_modelmatrixchanged = false;
7186 gl_modelmatrix = *matrix;
7187 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7188 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7189 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7190 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7192 switch(vid.renderpath)
7194 case RENDERPATH_GL20:
7195 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7196 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7197 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7199 case RENDERPATH_CGGL:
7202 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7203 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7204 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7207 case RENDERPATH_GL13:
7208 case RENDERPATH_GL11:
7209 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7215 void R_ResetViewRendering2D(void)
7217 r_viewport_t viewport;
7220 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7221 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);
7222 R_SetViewport(&viewport);
7223 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7224 GL_Color(1, 1, 1, 1);
7225 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7226 GL_BlendFunc(GL_ONE, GL_ZERO);
7227 GL_AlphaTest(false);
7228 GL_ScissorTest(false);
7229 GL_DepthMask(false);
7230 GL_DepthRange(0, 1);
7231 GL_DepthTest(false);
7232 R_EntityMatrix(&identitymatrix);
7233 R_Mesh_ResetTextureState();
7234 GL_PolygonOffset(0, 0);
7235 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7236 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7237 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7238 qglStencilMask(~0);CHECKGLERROR
7239 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7240 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7241 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7244 void R_ResetViewRendering3D(void)
7249 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7250 GL_Color(1, 1, 1, 1);
7251 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7252 GL_BlendFunc(GL_ONE, GL_ZERO);
7253 GL_AlphaTest(false);
7254 GL_ScissorTest(true);
7256 GL_DepthRange(0, 1);
7258 R_EntityMatrix(&identitymatrix);
7259 R_Mesh_ResetTextureState();
7260 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7261 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7262 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7263 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7264 qglStencilMask(~0);CHECKGLERROR
7265 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7266 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7267 GL_CullFace(r_refdef.view.cullface_back);
7270 void R_RenderScene(void);
7271 void R_RenderWaterPlanes(void);
7273 static void R_Water_StartFrame(void)
7276 int waterwidth, waterheight, texturewidth, textureheight;
7277 r_waterstate_waterplane_t *p;
7279 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7282 switch(vid.renderpath)
7284 case RENDERPATH_GL20:
7285 case RENDERPATH_CGGL:
7287 case RENDERPATH_GL13:
7288 case RENDERPATH_GL11:
7292 // set waterwidth and waterheight to the water resolution that will be
7293 // used (often less than the screen resolution for faster rendering)
7294 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7295 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7297 // calculate desired texture sizes
7298 // can't use water if the card does not support the texture size
7299 if (!r_water.integer || r_showsurfaces.integer)
7300 texturewidth = textureheight = waterwidth = waterheight = 0;
7301 else if (vid.support.arb_texture_non_power_of_two)
7303 texturewidth = waterwidth;
7304 textureheight = waterheight;
7308 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7309 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7312 // allocate textures as needed
7313 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7315 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7316 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7318 if (p->texture_refraction)
7319 R_FreeTexture(p->texture_refraction);
7320 p->texture_refraction = NULL;
7321 if (p->texture_reflection)
7322 R_FreeTexture(p->texture_reflection);
7323 p->texture_reflection = NULL;
7325 memset(&r_waterstate, 0, sizeof(r_waterstate));
7326 r_waterstate.texturewidth = texturewidth;
7327 r_waterstate.textureheight = textureheight;
7330 if (r_waterstate.texturewidth)
7332 r_waterstate.enabled = true;
7334 // when doing a reduced render (HDR) we want to use a smaller area
7335 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7336 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7338 // set up variables that will be used in shader setup
7339 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7340 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7341 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7342 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7345 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7346 r_waterstate.numwaterplanes = 0;
7349 void R_Water_AddWaterPlane(msurface_t *surface)
7351 int triangleindex, planeindex;
7357 r_waterstate_waterplane_t *p;
7358 texture_t *t = R_GetCurrentTexture(surface->texture);
7359 // just use the first triangle with a valid normal for any decisions
7360 VectorClear(normal);
7361 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7363 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7364 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7365 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7366 TriangleNormal(vert[0], vert[1], vert[2], normal);
7367 if (VectorLength2(normal) >= 0.001)
7371 VectorCopy(normal, plane.normal);
7372 VectorNormalize(plane.normal);
7373 plane.dist = DotProduct(vert[0], plane.normal);
7374 PlaneClassify(&plane);
7375 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7377 // skip backfaces (except if nocullface is set)
7378 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7380 VectorNegate(plane.normal, plane.normal);
7382 PlaneClassify(&plane);
7386 // find a matching plane if there is one
7387 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7388 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7390 if (planeindex >= r_waterstate.maxwaterplanes)
7391 return; // nothing we can do, out of planes
7393 // if this triangle does not fit any known plane rendered this frame, add one
7394 if (planeindex >= r_waterstate.numwaterplanes)
7396 // store the new plane
7397 r_waterstate.numwaterplanes++;
7399 // clear materialflags and pvs
7400 p->materialflags = 0;
7401 p->pvsvalid = false;
7403 // merge this surface's materialflags into the waterplane
7404 p->materialflags |= t->currentmaterialflags;
7405 // merge this surface's PVS into the waterplane
7406 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7407 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7408 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7410 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7415 static void R_Water_ProcessPlanes(void)
7417 r_refdef_view_t originalview;
7418 r_refdef_view_t myview;
7420 r_waterstate_waterplane_t *p;
7422 originalview = r_refdef.view;
7424 // make sure enough textures are allocated
7425 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7427 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7429 if (!p->texture_refraction)
7430 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);
7431 if (!p->texture_refraction)
7435 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7437 if (!p->texture_reflection)
7438 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);
7439 if (!p->texture_reflection)
7445 r_refdef.view = originalview;
7446 r_refdef.view.showdebug = false;
7447 r_refdef.view.width = r_waterstate.waterwidth;
7448 r_refdef.view.height = r_waterstate.waterheight;
7449 r_refdef.view.useclipplane = true;
7450 myview = r_refdef.view;
7451 r_waterstate.renderingscene = true;
7452 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7454 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7456 r_refdef.view = myview;
7457 // render reflected scene and copy into texture
7458 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7459 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7460 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7461 r_refdef.view.clipplane = p->plane;
7462 // reverse the cullface settings for this render
7463 r_refdef.view.cullface_front = GL_FRONT;
7464 r_refdef.view.cullface_back = GL_BACK;
7465 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7467 r_refdef.view.usecustompvs = true;
7469 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7471 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7474 R_ResetViewRendering3D();
7475 R_ClearScreen(r_refdef.fogenabled);
7479 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);
7482 // render the normal view scene and copy into texture
7483 // (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)
7484 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7486 r_refdef.view = myview;
7487 r_refdef.view.clipplane = p->plane;
7488 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7489 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7490 PlaneClassify(&r_refdef.view.clipplane);
7492 R_ResetViewRendering3D();
7493 R_ClearScreen(r_refdef.fogenabled);
7497 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);
7501 r_waterstate.renderingscene = false;
7502 r_refdef.view = originalview;
7503 R_ResetViewRendering3D();
7504 R_ClearScreen(r_refdef.fogenabled);
7508 r_refdef.view = originalview;
7509 r_waterstate.renderingscene = false;
7510 Cvar_SetValueQuick(&r_water, 0);
7511 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7515 void R_Bloom_StartFrame(void)
7517 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7519 switch(vid.renderpath)
7521 case RENDERPATH_GL20:
7522 case RENDERPATH_CGGL:
7524 case RENDERPATH_GL13:
7525 case RENDERPATH_GL11:
7529 // set bloomwidth and bloomheight to the bloom resolution that will be
7530 // used (often less than the screen resolution for faster rendering)
7531 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7532 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7533 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7534 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7535 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7537 // calculate desired texture sizes
7538 if (vid.support.arb_texture_non_power_of_two)
7540 screentexturewidth = r_refdef.view.width;
7541 screentextureheight = r_refdef.view.height;
7542 bloomtexturewidth = r_bloomstate.bloomwidth;
7543 bloomtextureheight = r_bloomstate.bloomheight;
7547 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7548 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7549 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7550 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7553 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))
7555 Cvar_SetValueQuick(&r_hdr, 0);
7556 Cvar_SetValueQuick(&r_bloom, 0);
7557 Cvar_SetValueQuick(&r_motionblur, 0);
7558 Cvar_SetValueQuick(&r_damageblur, 0);
7561 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)))
7562 screentexturewidth = screentextureheight = 0;
7563 if (!r_hdr.integer && !r_bloom.integer)
7564 bloomtexturewidth = bloomtextureheight = 0;
7566 // allocate textures as needed
7567 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7569 if (r_bloomstate.texture_screen)
7570 R_FreeTexture(r_bloomstate.texture_screen);
7571 r_bloomstate.texture_screen = NULL;
7572 r_bloomstate.screentexturewidth = screentexturewidth;
7573 r_bloomstate.screentextureheight = screentextureheight;
7574 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7575 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7577 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7579 if (r_bloomstate.texture_bloom)
7580 R_FreeTexture(r_bloomstate.texture_bloom);
7581 r_bloomstate.texture_bloom = NULL;
7582 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7583 r_bloomstate.bloomtextureheight = bloomtextureheight;
7584 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7585 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7588 // when doing a reduced render (HDR) we want to use a smaller area
7589 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7590 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7591 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7592 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7593 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7595 // set up a texcoord array for the full resolution screen image
7596 // (we have to keep this around to copy back during final render)
7597 r_bloomstate.screentexcoord2f[0] = 0;
7598 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7599 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7600 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7601 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7602 r_bloomstate.screentexcoord2f[5] = 0;
7603 r_bloomstate.screentexcoord2f[6] = 0;
7604 r_bloomstate.screentexcoord2f[7] = 0;
7606 // set up a texcoord array for the reduced resolution bloom image
7607 // (which will be additive blended over the screen image)
7608 r_bloomstate.bloomtexcoord2f[0] = 0;
7609 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7610 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7611 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7612 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7613 r_bloomstate.bloomtexcoord2f[5] = 0;
7614 r_bloomstate.bloomtexcoord2f[6] = 0;
7615 r_bloomstate.bloomtexcoord2f[7] = 0;
7617 if (r_hdr.integer || r_bloom.integer)
7619 r_bloomstate.enabled = true;
7620 r_bloomstate.hdr = r_hdr.integer != 0;
7623 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);
7626 void R_Bloom_CopyBloomTexture(float colorscale)
7628 r_refdef.stats.bloom++;
7630 // scale down screen texture to the bloom texture size
7632 R_SetViewport(&r_bloomstate.viewport);
7633 GL_BlendFunc(GL_ONE, GL_ZERO);
7634 GL_Color(colorscale, colorscale, colorscale, 1);
7635 // TODO: optimize with multitexture or GLSL
7636 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7637 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7638 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7639 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7641 // we now have a bloom image in the framebuffer
7642 // copy it into the bloom image texture for later processing
7643 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);
7644 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7647 void R_Bloom_CopyHDRTexture(void)
7649 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);
7650 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7653 void R_Bloom_MakeTexture(void)
7656 float xoffset, yoffset, r, brighten;
7658 r_refdef.stats.bloom++;
7660 R_ResetViewRendering2D();
7661 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7662 R_Mesh_ColorPointer(NULL, 0, 0);
7664 // we have a bloom image in the framebuffer
7666 R_SetViewport(&r_bloomstate.viewport);
7668 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7671 r = bound(0, r_bloom_colorexponent.value / x, 1);
7672 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7673 GL_Color(r, r, r, 1);
7674 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7675 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7676 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7677 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7679 // copy the vertically blurred bloom view to a texture
7680 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);
7681 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7684 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7685 brighten = r_bloom_brighten.value;
7687 brighten *= r_hdr_range.value;
7688 brighten = sqrt(brighten);
7690 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7691 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7692 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7694 for (dir = 0;dir < 2;dir++)
7696 // blend on at multiple vertical offsets to achieve a vertical blur
7697 // TODO: do offset blends using GLSL
7698 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7699 GL_BlendFunc(GL_ONE, GL_ZERO);
7700 for (x = -range;x <= range;x++)
7702 if (!dir){xoffset = 0;yoffset = x;}
7703 else {xoffset = x;yoffset = 0;}
7704 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7705 yoffset /= (float)r_bloomstate.bloomtextureheight;
7706 // compute a texcoord array with the specified x and y offset
7707 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7708 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7709 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7710 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7711 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7712 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7713 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7714 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7715 // this r value looks like a 'dot' particle, fading sharply to
7716 // black at the edges
7717 // (probably not realistic but looks good enough)
7718 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7719 //r = brighten/(range*2+1);
7720 r = brighten / (range * 2 + 1);
7722 r *= (1 - x*x/(float)(range*range));
7723 GL_Color(r, r, r, 1);
7724 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7725 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7726 GL_BlendFunc(GL_ONE, GL_ONE);
7729 // copy the vertically blurred bloom view to a texture
7730 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);
7731 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7734 // apply subtract last
7735 // (just like it would be in a GLSL shader)
7736 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7738 GL_BlendFunc(GL_ONE, GL_ZERO);
7739 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7740 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7741 GL_Color(1, 1, 1, 1);
7742 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7743 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7745 GL_BlendFunc(GL_ONE, GL_ONE);
7746 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7747 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7748 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7749 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7750 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7751 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7752 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7754 // copy the darkened bloom view to a texture
7755 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);
7756 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7760 void R_HDR_RenderBloomTexture(void)
7762 int oldwidth, oldheight;
7763 float oldcolorscale;
7765 oldcolorscale = r_refdef.view.colorscale;
7766 oldwidth = r_refdef.view.width;
7767 oldheight = r_refdef.view.height;
7768 r_refdef.view.width = r_bloomstate.bloomwidth;
7769 r_refdef.view.height = r_bloomstate.bloomheight;
7771 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7772 // TODO: add exposure compensation features
7773 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7775 r_refdef.view.showdebug = false;
7776 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7778 R_ResetViewRendering3D();
7780 R_ClearScreen(r_refdef.fogenabled);
7781 if (r_timereport_active)
7782 R_TimeReport("HDRclear");
7785 if (r_timereport_active)
7786 R_TimeReport("visibility");
7788 // only do secondary renders with HDR if r_hdr is 2 or higher
7789 r_waterstate.numwaterplanes = 0;
7790 if (r_waterstate.enabled && r_hdr.integer >= 2)
7791 R_RenderWaterPlanes();
7793 r_refdef.view.showdebug = true;
7795 r_waterstate.numwaterplanes = 0;
7797 R_ResetViewRendering2D();
7799 R_Bloom_CopyHDRTexture();
7800 R_Bloom_MakeTexture();
7802 // restore the view settings
7803 r_refdef.view.width = oldwidth;
7804 r_refdef.view.height = oldheight;
7805 r_refdef.view.colorscale = oldcolorscale;
7807 R_ResetViewRendering3D();
7809 R_ClearScreen(r_refdef.fogenabled);
7810 if (r_timereport_active)
7811 R_TimeReport("viewclear");
7814 static void R_BlendView(void)
7816 unsigned int permutation;
7817 float uservecs[4][4];
7819 switch (vid.renderpath)
7821 case RENDERPATH_GL20:
7822 case RENDERPATH_CGGL:
7824 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7825 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7826 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7827 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7828 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7830 if (r_bloomstate.texture_screen)
7832 // make sure the buffer is available
7833 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7835 R_ResetViewRendering2D();
7836 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7837 R_Mesh_ColorPointer(NULL, 0, 0);
7839 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7841 // declare variables
7843 static float avgspeed;
7845 speed = VectorLength(cl.movement_velocity);
7847 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7848 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7850 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7851 speed = bound(0, speed, 1);
7852 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7854 // calculate values into a standard alpha
7855 cl.motionbluralpha = 1 - exp(-
7857 (r_motionblur.value * speed / 80)
7859 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7862 max(0.0001, cl.time - cl.oldtime) // fps independent
7865 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7866 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7868 if (cl.motionbluralpha > 0)
7870 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7871 GL_Color(1, 1, 1, cl.motionbluralpha);
7872 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7873 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7874 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7875 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7879 // copy view into the screen texture
7880 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);
7881 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7883 else if (!r_bloomstate.texture_bloom)
7885 // we may still have to do view tint...
7886 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7888 // apply a color tint to the whole view
7889 R_ResetViewRendering2D();
7890 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7891 R_Mesh_ColorPointer(NULL, 0, 0);
7892 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7893 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7894 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7895 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7897 break; // no screen processing, no bloom, skip it
7900 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7902 // render simple bloom effect
7903 // copy the screen and shrink it and darken it for the bloom process
7904 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7905 // make the bloom texture
7906 R_Bloom_MakeTexture();
7909 #if _MSC_VER >= 1400
7910 #define sscanf sscanf_s
7912 memset(uservecs, 0, sizeof(uservecs));
7913 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7914 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7915 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7916 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7918 R_ResetViewRendering2D();
7919 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7920 R_Mesh_ColorPointer(NULL, 0, 0);
7921 GL_Color(1, 1, 1, 1);
7922 GL_BlendFunc(GL_ONE, GL_ZERO);
7923 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7924 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7926 switch(vid.renderpath)
7928 case RENDERPATH_GL20:
7929 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7930 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7931 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7932 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7933 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]);
7934 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7935 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]);
7936 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]);
7937 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]);
7938 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]);
7939 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7940 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7942 case RENDERPATH_CGGL:
7944 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7945 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7946 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7947 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7948 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
7949 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7950 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
7951 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
7952 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
7953 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
7954 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7955 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7961 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7962 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7964 case RENDERPATH_GL13:
7965 case RENDERPATH_GL11:
7966 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7968 // apply a color tint to the whole view
7969 R_ResetViewRendering2D();
7970 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7971 R_Mesh_ColorPointer(NULL, 0, 0);
7972 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7973 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7974 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7975 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7981 matrix4x4_t r_waterscrollmatrix;
7983 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7985 if (r_refdef.fog_density)
7987 r_refdef.fogcolor[0] = r_refdef.fog_red;
7988 r_refdef.fogcolor[1] = r_refdef.fog_green;
7989 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7991 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7992 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7993 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7994 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7998 VectorCopy(r_refdef.fogcolor, fogvec);
7999 // color.rgb *= ContrastBoost * SceneBrightness;
8000 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8001 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8002 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8003 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8008 void R_UpdateVariables(void)
8012 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8014 r_refdef.farclip = r_farclip_base.value;
8015 if (r_refdef.scene.worldmodel)
8016 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8017 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8019 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8020 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8021 r_refdef.polygonfactor = 0;
8022 r_refdef.polygonoffset = 0;
8023 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8024 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8026 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8027 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8028 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8029 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8030 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8031 if (r_showsurfaces.integer)
8033 r_refdef.scene.rtworld = false;
8034 r_refdef.scene.rtworldshadows = false;
8035 r_refdef.scene.rtdlight = false;
8036 r_refdef.scene.rtdlightshadows = false;
8037 r_refdef.lightmapintensity = 0;
8040 if (gamemode == GAME_NEHAHRA)
8042 if (gl_fogenable.integer)
8044 r_refdef.oldgl_fogenable = true;
8045 r_refdef.fog_density = gl_fogdensity.value;
8046 r_refdef.fog_red = gl_fogred.value;
8047 r_refdef.fog_green = gl_foggreen.value;
8048 r_refdef.fog_blue = gl_fogblue.value;
8049 r_refdef.fog_alpha = 1;
8050 r_refdef.fog_start = 0;
8051 r_refdef.fog_end = gl_skyclip.value;
8052 r_refdef.fog_height = 1<<30;
8053 r_refdef.fog_fadedepth = 128;
8055 else if (r_refdef.oldgl_fogenable)
8057 r_refdef.oldgl_fogenable = false;
8058 r_refdef.fog_density = 0;
8059 r_refdef.fog_red = 0;
8060 r_refdef.fog_green = 0;
8061 r_refdef.fog_blue = 0;
8062 r_refdef.fog_alpha = 0;
8063 r_refdef.fog_start = 0;
8064 r_refdef.fog_end = 0;
8065 r_refdef.fog_height = 1<<30;
8066 r_refdef.fog_fadedepth = 128;
8070 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8071 r_refdef.fog_start = max(0, r_refdef.fog_start);
8072 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8074 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8076 if (r_refdef.fog_density && r_drawfog.integer)
8078 r_refdef.fogenabled = true;
8079 // this is the point where the fog reaches 0.9986 alpha, which we
8080 // consider a good enough cutoff point for the texture
8081 // (0.9986 * 256 == 255.6)
8082 if (r_fog_exp2.integer)
8083 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8085 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8086 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8087 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8088 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8089 // fog color was already set
8090 // update the fog texture
8091 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)
8092 R_BuildFogTexture();
8095 r_refdef.fogenabled = false;
8097 switch(vid.renderpath)
8099 case RENDERPATH_GL20:
8100 case RENDERPATH_CGGL:
8101 if(v_glslgamma.integer && !vid_gammatables_trivial)
8103 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8105 // build GLSL gamma texture
8106 #define RAMPWIDTH 256
8107 unsigned short ramp[RAMPWIDTH * 3];
8108 unsigned char rampbgr[RAMPWIDTH][4];
8111 r_texture_gammaramps_serial = vid_gammatables_serial;
8113 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8114 for(i = 0; i < RAMPWIDTH; ++i)
8116 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8117 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8118 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8121 if (r_texture_gammaramps)
8123 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8127 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);
8133 // remove GLSL gamma texture
8136 case RENDERPATH_GL13:
8137 case RENDERPATH_GL11:
8142 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8143 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8149 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8150 if( scenetype != r_currentscenetype ) {
8151 // store the old scenetype
8152 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8153 r_currentscenetype = scenetype;
8154 // move in the new scene
8155 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8164 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8166 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8167 if( scenetype == r_currentscenetype ) {
8168 return &r_refdef.scene;
8170 return &r_scenes_store[ scenetype ];
8179 void R_RenderView(void)
8181 if (r_timereport_active)
8182 R_TimeReport("start");
8183 r_textureframe++; // used only by R_GetCurrentTexture
8184 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8186 if (!r_drawentities.integer)
8187 r_refdef.scene.numentities = 0;
8189 R_AnimCache_ClearCache();
8190 R_FrameData_NewFrame();
8192 if (r_refdef.view.isoverlay)
8194 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8195 GL_Clear( GL_DEPTH_BUFFER_BIT );
8196 R_TimeReport("depthclear");
8198 r_refdef.view.showdebug = false;
8200 r_waterstate.enabled = false;
8201 r_waterstate.numwaterplanes = 0;
8209 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8210 return; //Host_Error ("R_RenderView: NULL worldmodel");
8212 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8214 // break apart the view matrix into vectors for various purposes
8215 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8216 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8217 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8218 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8219 // make an inverted copy of the view matrix for tracking sprites
8220 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8222 R_Shadow_UpdateWorldLightSelection();
8224 R_Bloom_StartFrame();
8225 R_Water_StartFrame();
8228 if (r_timereport_active)
8229 R_TimeReport("viewsetup");
8231 R_ResetViewRendering3D();
8233 if (r_refdef.view.clear || r_refdef.fogenabled)
8235 R_ClearScreen(r_refdef.fogenabled);
8236 if (r_timereport_active)
8237 R_TimeReport("viewclear");
8239 r_refdef.view.clear = true;
8241 // this produces a bloom texture to be used in R_BlendView() later
8242 if (r_hdr.integer && r_bloomstate.bloomwidth)
8244 R_HDR_RenderBloomTexture();
8245 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8246 r_textureframe++; // used only by R_GetCurrentTexture
8249 r_refdef.view.showdebug = true;
8252 if (r_timereport_active)
8253 R_TimeReport("visibility");
8255 r_waterstate.numwaterplanes = 0;
8256 if (r_waterstate.enabled)
8257 R_RenderWaterPlanes();
8260 r_waterstate.numwaterplanes = 0;
8263 if (r_timereport_active)
8264 R_TimeReport("blendview");
8266 GL_Scissor(0, 0, vid.width, vid.height);
8267 GL_ScissorTest(false);
8271 void R_RenderWaterPlanes(void)
8273 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8275 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8276 if (r_timereport_active)
8277 R_TimeReport("waterworld");
8280 // don't let sound skip if going slow
8281 if (r_refdef.scene.extraupdate)
8284 R_DrawModelsAddWaterPlanes();
8285 if (r_timereport_active)
8286 R_TimeReport("watermodels");
8288 if (r_waterstate.numwaterplanes)
8290 R_Water_ProcessPlanes();
8291 if (r_timereport_active)
8292 R_TimeReport("waterscenes");
8296 extern void R_DrawLightningBeams (void);
8297 extern void VM_CL_AddPolygonsToMeshQueue (void);
8298 extern void R_DrawPortals (void);
8299 extern cvar_t cl_locs_show;
8300 static void R_DrawLocs(void);
8301 static void R_DrawEntityBBoxes(void);
8302 static void R_DrawModelDecals(void);
8303 extern void R_DrawModelShadows(void);
8304 extern void R_DrawModelShadowMaps(void);
8305 extern cvar_t cl_decals_newsystem;
8306 extern qboolean r_shadow_usingdeferredprepass;
8307 void R_RenderScene(void)
8309 qboolean shadowmapping = false;
8311 r_refdef.stats.renders++;
8315 // don't let sound skip if going slow
8316 if (r_refdef.scene.extraupdate)
8319 R_MeshQueue_BeginScene();
8323 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);
8325 if (cl.csqc_vidvars.drawworld)
8327 // don't let sound skip if going slow
8328 if (r_refdef.scene.extraupdate)
8331 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8333 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8334 if (r_timereport_active)
8335 R_TimeReport("worldsky");
8338 if (R_DrawBrushModelsSky() && r_timereport_active)
8339 R_TimeReport("bmodelsky");
8341 if (skyrendermasked && skyrenderlater)
8343 // we have to force off the water clipping plane while rendering sky
8347 if (r_timereport_active)
8348 R_TimeReport("sky");
8352 R_AnimCache_CacheVisibleEntities();
8353 if (r_timereport_active)
8354 R_TimeReport("animation");
8356 R_Shadow_PrepareLights();
8357 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8358 R_Shadow_PrepareModelShadows();
8359 if (r_timereport_active)
8360 R_TimeReport("preparelights");
8362 if (R_Shadow_ShadowMappingEnabled())
8363 shadowmapping = true;
8365 if (r_shadow_usingdeferredprepass)
8366 R_Shadow_DrawPrepass();
8368 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8370 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8371 if (r_timereport_active)
8372 R_TimeReport("worlddepth");
8374 if (r_depthfirst.integer >= 2)
8376 R_DrawModelsDepth();
8377 if (r_timereport_active)
8378 R_TimeReport("modeldepth");
8381 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8383 R_DrawModelShadowMaps();
8384 R_ResetViewRendering3D();
8385 // don't let sound skip if going slow
8386 if (r_refdef.scene.extraupdate)
8390 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8392 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8393 if (r_timereport_active)
8394 R_TimeReport("world");
8397 // don't let sound skip if going slow
8398 if (r_refdef.scene.extraupdate)
8402 if (r_timereport_active)
8403 R_TimeReport("models");
8405 // don't let sound skip if going slow
8406 if (r_refdef.scene.extraupdate)
8409 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8411 R_DrawModelShadows();
8412 R_ResetViewRendering3D();
8413 // don't let sound skip if going slow
8414 if (r_refdef.scene.extraupdate)
8418 if (!r_shadow_usingdeferredprepass)
8420 R_Shadow_DrawLights();
8421 if (r_timereport_active)
8422 R_TimeReport("rtlights");
8425 // don't let sound skip if going slow
8426 if (r_refdef.scene.extraupdate)
8429 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8431 R_DrawModelShadows();
8432 R_ResetViewRendering3D();
8433 // don't let sound skip if going slow
8434 if (r_refdef.scene.extraupdate)
8438 if (cl.csqc_vidvars.drawworld)
8440 if (cl_decals_newsystem.integer)
8442 R_DrawModelDecals();
8443 if (r_timereport_active)
8444 R_TimeReport("modeldecals");
8449 if (r_timereport_active)
8450 R_TimeReport("decals");
8454 if (r_timereport_active)
8455 R_TimeReport("particles");
8458 if (r_timereport_active)
8459 R_TimeReport("explosions");
8461 R_DrawLightningBeams();
8462 if (r_timereport_active)
8463 R_TimeReport("lightning");
8466 VM_CL_AddPolygonsToMeshQueue();
8468 if (r_refdef.view.showdebug)
8470 if (cl_locs_show.integer)
8473 if (r_timereport_active)
8474 R_TimeReport("showlocs");
8477 if (r_drawportals.integer)
8480 if (r_timereport_active)
8481 R_TimeReport("portals");
8484 if (r_showbboxes.value > 0)
8486 R_DrawEntityBBoxes();
8487 if (r_timereport_active)
8488 R_TimeReport("bboxes");
8492 R_MeshQueue_RenderTransparent();
8493 if (r_timereport_active)
8494 R_TimeReport("drawtrans");
8496 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))
8498 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8499 if (r_timereport_active)
8500 R_TimeReport("worlddebug");
8501 R_DrawModelsDebug();
8502 if (r_timereport_active)
8503 R_TimeReport("modeldebug");
8506 if (cl.csqc_vidvars.drawworld)
8508 R_Shadow_DrawCoronas();
8509 if (r_timereport_active)
8510 R_TimeReport("coronas");
8513 // don't let sound skip if going slow
8514 if (r_refdef.scene.extraupdate)
8517 R_ResetViewRendering2D();
8520 static const unsigned short bboxelements[36] =
8530 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8533 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8535 RSurf_ActiveWorldEntity();
8537 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8538 GL_DepthMask(false);
8539 GL_DepthRange(0, 1);
8540 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8541 R_Mesh_ResetTextureState();
8543 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8544 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8545 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8546 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8547 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8548 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8549 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8550 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8551 R_FillColors(color4f, 8, cr, cg, cb, ca);
8552 if (r_refdef.fogenabled)
8554 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8556 f1 = RSurf_FogVertex(v);
8558 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8559 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8560 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8563 R_Mesh_VertexPointer(vertex3f, 0, 0);
8564 R_Mesh_ColorPointer(color4f, 0, 0);
8565 R_Mesh_ResetTextureState();
8566 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8567 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8570 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8574 prvm_edict_t *edict;
8575 prvm_prog_t *prog_save = prog;
8577 // this function draws bounding boxes of server entities
8581 GL_CullFace(GL_NONE);
8582 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8586 for (i = 0;i < numsurfaces;i++)
8588 edict = PRVM_EDICT_NUM(surfacelist[i]);
8589 switch ((int)edict->fields.server->solid)
8591 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8592 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8593 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8594 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8595 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8596 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8598 color[3] *= r_showbboxes.value;
8599 color[3] = bound(0, color[3], 1);
8600 GL_DepthTest(!r_showdisabledepthtest.integer);
8601 GL_CullFace(r_refdef.view.cullface_front);
8602 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8608 static void R_DrawEntityBBoxes(void)
8611 prvm_edict_t *edict;
8613 prvm_prog_t *prog_save = prog;
8615 // this function draws bounding boxes of server entities
8621 for (i = 0;i < prog->num_edicts;i++)
8623 edict = PRVM_EDICT_NUM(i);
8624 if (edict->priv.server->free)
8626 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8627 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8629 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8631 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8632 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8638 static const int nomodelelement3i[24] =
8650 static const unsigned short nomodelelement3s[24] =
8662 static const float nomodelvertex3f[6*3] =
8672 static const float nomodelcolor4f[6*4] =
8674 0.0f, 0.0f, 0.5f, 1.0f,
8675 0.0f, 0.0f, 0.5f, 1.0f,
8676 0.0f, 0.5f, 0.0f, 1.0f,
8677 0.0f, 0.5f, 0.0f, 1.0f,
8678 0.5f, 0.0f, 0.0f, 1.0f,
8679 0.5f, 0.0f, 0.0f, 1.0f
8682 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8688 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);
8690 // this is only called once per entity so numsurfaces is always 1, and
8691 // surfacelist is always {0}, so this code does not handle batches
8693 if (rsurface.ent_flags & RENDER_ADDITIVE)
8695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8696 GL_DepthMask(false);
8698 else if (rsurface.colormod[3] < 1)
8700 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8701 GL_DepthMask(false);
8705 GL_BlendFunc(GL_ONE, GL_ZERO);
8708 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8709 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8710 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8711 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8712 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8713 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8714 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8715 R_Mesh_ColorPointer(color4f, 0, 0);
8716 for (i = 0, c = color4f;i < 6;i++, c += 4)
8718 c[0] *= rsurface.colormod[0];
8719 c[1] *= rsurface.colormod[1];
8720 c[2] *= rsurface.colormod[2];
8721 c[3] *= rsurface.colormod[3];
8723 if (r_refdef.fogenabled)
8725 for (i = 0, c = color4f;i < 6;i++, c += 4)
8727 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8729 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8730 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8731 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8734 R_Mesh_ResetTextureState();
8735 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8738 void R_DrawNoModel(entity_render_t *ent)
8741 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8742 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8743 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8745 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8748 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8750 vec3_t right1, right2, diff, normal;
8752 VectorSubtract (org2, org1, normal);
8754 // calculate 'right' vector for start
8755 VectorSubtract (r_refdef.view.origin, org1, diff);
8756 CrossProduct (normal, diff, right1);
8757 VectorNormalize (right1);
8759 // calculate 'right' vector for end
8760 VectorSubtract (r_refdef.view.origin, org2, diff);
8761 CrossProduct (normal, diff, right2);
8762 VectorNormalize (right2);
8764 vert[ 0] = org1[0] + width * right1[0];
8765 vert[ 1] = org1[1] + width * right1[1];
8766 vert[ 2] = org1[2] + width * right1[2];
8767 vert[ 3] = org1[0] - width * right1[0];
8768 vert[ 4] = org1[1] - width * right1[1];
8769 vert[ 5] = org1[2] - width * right1[2];
8770 vert[ 6] = org2[0] - width * right2[0];
8771 vert[ 7] = org2[1] - width * right2[1];
8772 vert[ 8] = org2[2] - width * right2[2];
8773 vert[ 9] = org2[0] + width * right2[0];
8774 vert[10] = org2[1] + width * right2[1];
8775 vert[11] = org2[2] + width * right2[2];
8778 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)
8780 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8781 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8782 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8783 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8784 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8785 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8786 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8787 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8788 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8789 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8790 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8791 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8794 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8799 VectorSet(v, x, y, z);
8800 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8801 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8803 if (i == mesh->numvertices)
8805 if (mesh->numvertices < mesh->maxvertices)
8807 VectorCopy(v, vertex3f);
8808 mesh->numvertices++;
8810 return mesh->numvertices;
8816 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8820 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8821 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822 e = mesh->element3i + mesh->numtriangles * 3;
8823 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8825 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8826 if (mesh->numtriangles < mesh->maxtriangles)
8831 mesh->numtriangles++;
8833 element[1] = element[2];
8837 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8841 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8842 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843 e = mesh->element3i + mesh->numtriangles * 3;
8844 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8846 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8847 if (mesh->numtriangles < mesh->maxtriangles)
8852 mesh->numtriangles++;
8854 element[1] = element[2];
8858 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8859 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8861 int planenum, planenum2;
8864 mplane_t *plane, *plane2;
8866 double temppoints[2][256*3];
8867 // figure out how large a bounding box we need to properly compute this brush
8869 for (w = 0;w < numplanes;w++)
8870 maxdist = max(maxdist, fabs(planes[w].dist));
8871 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8872 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8873 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8877 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8878 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8880 if (planenum2 == planenum)
8882 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);
8885 if (tempnumpoints < 3)
8887 // generate elements forming a triangle fan for this polygon
8888 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8892 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)
8894 texturelayer_t *layer;
8895 layer = t->currentlayers + t->currentnumlayers++;
8897 layer->depthmask = depthmask;
8898 layer->blendfunc1 = blendfunc1;
8899 layer->blendfunc2 = blendfunc2;
8900 layer->texture = texture;
8901 layer->texmatrix = *matrix;
8902 layer->color[0] = r;
8903 layer->color[1] = g;
8904 layer->color[2] = b;
8905 layer->color[3] = a;
8908 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8911 index = parms[2] + r_refdef.scene.time * parms[3];
8912 index -= floor(index);
8916 case Q3WAVEFUNC_NONE:
8917 case Q3WAVEFUNC_NOISE:
8918 case Q3WAVEFUNC_COUNT:
8921 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8922 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8923 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8924 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8925 case Q3WAVEFUNC_TRIANGLE:
8927 f = index - floor(index);
8938 return (float)(parms[0] + parms[1] * f);
8941 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8946 matrix4x4_t matrix, temp;
8947 switch(tcmod->tcmod)
8951 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8952 matrix = r_waterscrollmatrix;
8954 matrix = identitymatrix;
8956 case Q3TCMOD_ENTITYTRANSLATE:
8957 // this is used in Q3 to allow the gamecode to control texcoord
8958 // scrolling on the entity, which is not supported in darkplaces yet.
8959 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8961 case Q3TCMOD_ROTATE:
8962 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8963 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8964 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8967 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8969 case Q3TCMOD_SCROLL:
8970 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8972 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8973 w = (int) tcmod->parms[0];
8974 h = (int) tcmod->parms[1];
8975 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8977 idx = (int) floor(f * w * h);
8978 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8980 case Q3TCMOD_STRETCH:
8981 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8982 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8984 case Q3TCMOD_TRANSFORM:
8985 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8986 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8987 VectorSet(tcmat + 6, 0 , 0 , 1);
8988 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8989 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8991 case Q3TCMOD_TURBULENT:
8992 // this is handled in the RSurf_PrepareVertices function
8993 matrix = identitymatrix;
8997 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9000 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9002 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9003 char name[MAX_QPATH];
9004 skinframe_t *skinframe;
9005 unsigned char pixels[296*194];
9006 strlcpy(cache->name, skinname, sizeof(cache->name));
9007 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9008 if (developer_loading.integer)
9009 Con_Printf("loading %s\n", name);
9010 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9011 if (!skinframe || !skinframe->base)
9014 fs_offset_t filesize;
9016 f = FS_LoadFile(name, tempmempool, true, &filesize);
9019 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9020 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9024 cache->skinframe = skinframe;
9027 texture_t *R_GetCurrentTexture(texture_t *t)
9030 const entity_render_t *ent = rsurface.entity;
9031 dp_model_t *model = ent->model;
9032 q3shaderinfo_layer_tcmod_t *tcmod;
9034 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9035 return t->currentframe;
9036 t->update_lastrenderframe = r_textureframe;
9037 t->update_lastrenderentity = (void *)ent;
9039 // switch to an alternate material if this is a q1bsp animated material
9041 texture_t *texture = t;
9042 int s = rsurface.ent_skinnum;
9043 if ((unsigned int)s >= (unsigned int)model->numskins)
9045 if (model->skinscenes)
9047 if (model->skinscenes[s].framecount > 1)
9048 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9050 s = model->skinscenes[s].firstframe;
9053 t = t + s * model->num_surfaces;
9056 // use an alternate animation if the entity's frame is not 0,
9057 // and only if the texture has an alternate animation
9058 if (rsurface.ent_alttextures && t->anim_total[1])
9059 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9061 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9063 texture->currentframe = t;
9066 // update currentskinframe to be a qw skin or animation frame
9067 if (rsurface.ent_qwskin >= 0)
9069 i = rsurface.ent_qwskin;
9070 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9072 r_qwskincache_size = cl.maxclients;
9074 Mem_Free(r_qwskincache);
9075 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9077 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9078 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9079 t->currentskinframe = r_qwskincache[i].skinframe;
9080 if (t->currentskinframe == NULL)
9081 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9083 else if (t->numskinframes >= 2)
9084 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9085 if (t->backgroundnumskinframes >= 2)
9086 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9088 t->currentmaterialflags = t->basematerialflags;
9089 t->currentalpha = rsurface.colormod[3];
9090 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9091 t->currentalpha *= r_wateralpha.value;
9092 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9093 t->currentalpha *= t->r_water_wateralpha;
9094 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9095 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9096 if (!(rsurface.ent_flags & RENDER_LIGHT))
9097 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9098 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9100 // pick a model lighting mode
9101 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9102 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9104 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9106 if (rsurface.ent_flags & RENDER_ADDITIVE)
9107 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9108 else if (t->currentalpha < 1)
9109 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9110 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9111 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9112 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9113 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9114 if (t->backgroundnumskinframes)
9115 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9116 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9118 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9119 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9122 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9123 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9124 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9126 // there is no tcmod
9127 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9129 t->currenttexmatrix = r_waterscrollmatrix;
9130 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9132 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9134 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9135 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9138 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9139 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9140 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9141 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9143 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9144 if (t->currentskinframe->qpixels)
9145 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9146 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9147 if (!t->basetexture)
9148 t->basetexture = r_texture_notexture;
9149 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9150 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9151 t->nmaptexture = t->currentskinframe->nmap;
9152 if (!t->nmaptexture)
9153 t->nmaptexture = r_texture_blanknormalmap;
9154 t->glosstexture = r_texture_black;
9155 t->glowtexture = t->currentskinframe->glow;
9156 t->fogtexture = t->currentskinframe->fog;
9157 t->reflectmasktexture = t->currentskinframe->reflect;
9158 if (t->backgroundnumskinframes)
9160 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9161 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9162 t->backgroundglosstexture = r_texture_black;
9163 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9164 if (!t->backgroundnmaptexture)
9165 t->backgroundnmaptexture = r_texture_blanknormalmap;
9169 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9170 t->backgroundnmaptexture = r_texture_blanknormalmap;
9171 t->backgroundglosstexture = r_texture_black;
9172 t->backgroundglowtexture = NULL;
9174 t->specularpower = r_shadow_glossexponent.value;
9175 // TODO: store reference values for these in the texture?
9176 t->specularscale = 0;
9177 if (r_shadow_gloss.integer > 0)
9179 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9181 if (r_shadow_glossintensity.value > 0)
9183 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9184 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9185 t->specularscale = r_shadow_glossintensity.value;
9188 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9190 t->glosstexture = r_texture_white;
9191 t->backgroundglosstexture = r_texture_white;
9192 t->specularscale = r_shadow_gloss2intensity.value;
9193 t->specularpower = r_shadow_gloss2exponent.value;
9196 t->specularscale *= t->specularscalemod;
9197 t->specularpower *= t->specularpowermod;
9199 // lightmaps mode looks bad with dlights using actual texturing, so turn
9200 // off the colormap and glossmap, but leave the normalmap on as it still
9201 // accurately represents the shading involved
9202 if (gl_lightmaps.integer)
9204 t->basetexture = r_texture_grey128;
9205 t->pantstexture = r_texture_black;
9206 t->shirttexture = r_texture_black;
9207 t->nmaptexture = r_texture_blanknormalmap;
9208 t->glosstexture = r_texture_black;
9209 t->glowtexture = NULL;
9210 t->fogtexture = NULL;
9211 t->reflectmasktexture = NULL;
9212 t->backgroundbasetexture = NULL;
9213 t->backgroundnmaptexture = r_texture_blanknormalmap;
9214 t->backgroundglosstexture = r_texture_black;
9215 t->backgroundglowtexture = NULL;
9216 t->specularscale = 0;
9217 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9220 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9221 VectorClear(t->dlightcolor);
9222 t->currentnumlayers = 0;
9223 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9225 int blendfunc1, blendfunc2;
9227 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9229 blendfunc1 = GL_SRC_ALPHA;
9230 blendfunc2 = GL_ONE;
9232 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9234 blendfunc1 = GL_SRC_ALPHA;
9235 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9237 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9239 blendfunc1 = t->customblendfunc[0];
9240 blendfunc2 = t->customblendfunc[1];
9244 blendfunc1 = GL_ONE;
9245 blendfunc2 = GL_ZERO;
9247 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9248 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9250 // fullbright is not affected by r_refdef.lightmapintensity
9251 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]);
9252 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9253 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]);
9254 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9255 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]);
9259 vec3_t ambientcolor;
9261 // set the color tint used for lights affecting this surface
9262 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9264 // q3bsp has no lightmap updates, so the lightstylevalue that
9265 // would normally be baked into the lightmap must be
9266 // applied to the color
9267 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9268 if (model->type == mod_brushq3)
9269 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9270 colorscale *= r_refdef.lightmapintensity;
9271 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9272 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9273 // basic lit geometry
9274 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]);
9275 // add pants/shirt if needed
9276 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9277 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]);
9278 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9279 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]);
9280 // now add ambient passes if needed
9281 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9283 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]);
9284 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9285 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]);
9286 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9287 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]);
9290 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9291 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]);
9292 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9294 // if this is opaque use alpha blend which will darken the earlier
9297 // if this is an alpha blended material, all the earlier passes
9298 // were darkened by fog already, so we only need to add the fog
9299 // color ontop through the fog mask texture
9301 // if this is an additive blended material, all the earlier passes
9302 // were darkened by fog already, and we should not add fog color
9303 // (because the background was not darkened, there is no fog color
9304 // that was lost behind it).
9305 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]);
9309 return t->currentframe;
9312 rsurfacestate_t rsurface;
9314 void R_Mesh_ResizeArrays(int newvertices)
9317 if (rsurface.array_size >= newvertices)
9319 if (rsurface.array_modelvertex3f)
9320 Mem_Free(rsurface.array_modelvertex3f);
9321 rsurface.array_size = (newvertices + 1023) & ~1023;
9322 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9323 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9324 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9325 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9326 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9327 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9328 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9329 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9330 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9331 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9332 rsurface.array_color4f = base + rsurface.array_size * 27;
9333 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9336 void RSurf_ActiveWorldEntity(void)
9338 dp_model_t *model = r_refdef.scene.worldmodel;
9339 //if (rsurface.entity == r_refdef.scene.worldentity)
9341 rsurface.entity = r_refdef.scene.worldentity;
9342 rsurface.skeleton = NULL;
9343 rsurface.ent_skinnum = 0;
9344 rsurface.ent_qwskin = -1;
9345 rsurface.ent_shadertime = 0;
9346 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9347 if (rsurface.array_size < model->surfmesh.num_vertices)
9348 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9349 rsurface.matrix = identitymatrix;
9350 rsurface.inversematrix = identitymatrix;
9351 rsurface.matrixscale = 1;
9352 rsurface.inversematrixscale = 1;
9353 R_EntityMatrix(&identitymatrix);
9354 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9355 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9356 rsurface.fograngerecip = r_refdef.fograngerecip;
9357 rsurface.fogheightfade = r_refdef.fogheightfade;
9358 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9359 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9360 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9361 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9362 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9363 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9364 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9365 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9366 rsurface.colormod[3] = 1;
9367 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);
9368 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9369 rsurface.frameblend[0].lerp = 1;
9370 rsurface.ent_alttextures = false;
9371 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9372 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9373 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9374 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9375 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9376 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9377 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9378 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9379 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9380 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9381 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9382 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9383 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9384 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9385 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9386 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9387 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9388 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9389 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9390 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9391 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9392 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9393 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9394 rsurface.modelelement3i = model->surfmesh.data_element3i;
9395 rsurface.modelelement3s = model->surfmesh.data_element3s;
9396 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9397 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9398 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9399 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9400 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9401 rsurface.modelsurfaces = model->data_surfaces;
9402 rsurface.generatedvertex = false;
9403 rsurface.vertex3f = rsurface.modelvertex3f;
9404 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9405 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9406 rsurface.svector3f = rsurface.modelsvector3f;
9407 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9408 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9409 rsurface.tvector3f = rsurface.modeltvector3f;
9410 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9411 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9412 rsurface.normal3f = rsurface.modelnormal3f;
9413 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9414 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9415 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9418 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9420 dp_model_t *model = ent->model;
9421 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9423 rsurface.entity = (entity_render_t *)ent;
9424 rsurface.skeleton = ent->skeleton;
9425 rsurface.ent_skinnum = ent->skinnum;
9426 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;
9427 rsurface.ent_shadertime = ent->shadertime;
9428 rsurface.ent_flags = ent->flags;
9429 if (rsurface.array_size < model->surfmesh.num_vertices)
9430 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9431 rsurface.matrix = ent->matrix;
9432 rsurface.inversematrix = ent->inversematrix;
9433 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9434 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9435 R_EntityMatrix(&rsurface.matrix);
9436 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9437 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9438 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9439 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9440 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9441 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9442 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9443 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9444 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9445 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9446 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9447 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9448 rsurface.colormod[3] = ent->alpha;
9449 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9450 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9451 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9452 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9453 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9454 if (ent->model->brush.submodel && !prepass)
9456 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9457 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9459 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9461 if (ent->animcache_vertex3f && !r_framedata_failed)
9463 rsurface.modelvertex3f = ent->animcache_vertex3f;
9464 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9465 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9466 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9468 else if (wanttangents)
9470 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9471 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9472 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9473 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9474 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9476 else if (wantnormals)
9478 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9479 rsurface.modelsvector3f = NULL;
9480 rsurface.modeltvector3f = NULL;
9481 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9482 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9486 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9487 rsurface.modelsvector3f = NULL;
9488 rsurface.modeltvector3f = NULL;
9489 rsurface.modelnormal3f = NULL;
9490 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9492 rsurface.modelvertex3f_bufferobject = 0;
9493 rsurface.modelvertex3f_bufferoffset = 0;
9494 rsurface.modelsvector3f_bufferobject = 0;
9495 rsurface.modelsvector3f_bufferoffset = 0;
9496 rsurface.modeltvector3f_bufferobject = 0;
9497 rsurface.modeltvector3f_bufferoffset = 0;
9498 rsurface.modelnormal3f_bufferobject = 0;
9499 rsurface.modelnormal3f_bufferoffset = 0;
9500 rsurface.generatedvertex = true;
9504 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9505 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9506 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9507 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9508 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9509 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9510 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9511 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9512 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9513 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9514 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9515 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9516 rsurface.generatedvertex = false;
9518 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9519 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9520 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9521 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9522 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9523 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9524 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9525 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9526 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9527 rsurface.modelelement3i = model->surfmesh.data_element3i;
9528 rsurface.modelelement3s = model->surfmesh.data_element3s;
9529 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9530 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9531 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9532 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9533 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9534 rsurface.modelsurfaces = model->data_surfaces;
9535 rsurface.vertex3f = rsurface.modelvertex3f;
9536 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9537 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9538 rsurface.svector3f = rsurface.modelsvector3f;
9539 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9540 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9541 rsurface.tvector3f = rsurface.modeltvector3f;
9542 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9543 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9544 rsurface.normal3f = rsurface.modelnormal3f;
9545 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9546 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9547 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9550 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)
9552 rsurface.entity = r_refdef.scene.worldentity;
9553 rsurface.skeleton = NULL;
9554 rsurface.ent_skinnum = 0;
9555 rsurface.ent_qwskin = -1;
9556 rsurface.ent_shadertime = shadertime;
9557 rsurface.ent_flags = entflags;
9558 rsurface.modelnum_vertices = numvertices;
9559 rsurface.modelnum_triangles = numtriangles;
9560 if (rsurface.array_size < rsurface.modelnum_vertices)
9561 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9562 rsurface.matrix = *matrix;
9563 rsurface.inversematrix = *inversematrix;
9564 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9565 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9566 R_EntityMatrix(&rsurface.matrix);
9567 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9568 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9569 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9570 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9571 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9572 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9573 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9574 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9575 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9576 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9577 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9578 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9579 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);
9580 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9581 rsurface.frameblend[0].lerp = 1;
9582 rsurface.ent_alttextures = false;
9583 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9584 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9587 rsurface.modelvertex3f = vertex3f;
9588 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9589 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9590 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9592 else if (wantnormals)
9594 rsurface.modelvertex3f = vertex3f;
9595 rsurface.modelsvector3f = NULL;
9596 rsurface.modeltvector3f = NULL;
9597 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9601 rsurface.modelvertex3f = vertex3f;
9602 rsurface.modelsvector3f = NULL;
9603 rsurface.modeltvector3f = NULL;
9604 rsurface.modelnormal3f = NULL;
9606 rsurface.modelvertex3f_bufferobject = 0;
9607 rsurface.modelvertex3f_bufferoffset = 0;
9608 rsurface.modelsvector3f_bufferobject = 0;
9609 rsurface.modelsvector3f_bufferoffset = 0;
9610 rsurface.modeltvector3f_bufferobject = 0;
9611 rsurface.modeltvector3f_bufferoffset = 0;
9612 rsurface.modelnormal3f_bufferobject = 0;
9613 rsurface.modelnormal3f_bufferoffset = 0;
9614 rsurface.generatedvertex = true;
9615 rsurface.modellightmapcolor4f = color4f;
9616 rsurface.modellightmapcolor4f_bufferobject = 0;
9617 rsurface.modellightmapcolor4f_bufferoffset = 0;
9618 rsurface.modeltexcoordtexture2f = texcoord2f;
9619 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9620 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9621 rsurface.modeltexcoordlightmap2f = NULL;
9622 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9623 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9624 rsurface.modelelement3i = element3i;
9625 rsurface.modelelement3s = element3s;
9626 rsurface.modelelement3i_bufferobject = 0;
9627 rsurface.modelelement3s_bufferobject = 0;
9628 rsurface.modellightmapoffsets = NULL;
9629 rsurface.modelsurfaces = NULL;
9630 rsurface.vertex3f = rsurface.modelvertex3f;
9631 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9632 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9633 rsurface.svector3f = rsurface.modelsvector3f;
9634 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9635 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9636 rsurface.tvector3f = rsurface.modeltvector3f;
9637 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9638 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9639 rsurface.normal3f = rsurface.modelnormal3f;
9640 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9641 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9642 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9644 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9646 if ((wantnormals || wanttangents) && !normal3f)
9647 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9648 if (wanttangents && !svector3f)
9649 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);
9653 float RSurf_FogPoint(const float *v)
9655 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9656 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9657 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9658 float FogHeightFade = r_refdef.fogheightfade;
9660 unsigned int fogmasktableindex;
9661 if (r_refdef.fogplaneviewabove)
9662 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9664 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9665 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9666 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9669 float RSurf_FogVertex(const float *v)
9671 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9672 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9673 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9674 float FogHeightFade = rsurface.fogheightfade;
9676 unsigned int fogmasktableindex;
9677 if (r_refdef.fogplaneviewabove)
9678 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9680 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9681 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9682 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9685 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9686 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9689 int texturesurfaceindex;
9694 const float *v1, *in_tc;
9696 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9698 q3shaderinfo_deform_t *deform;
9699 // 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
9700 if (rsurface.generatedvertex)
9702 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9703 generatenormals = true;
9704 for (i = 0;i < Q3MAXDEFORMS;i++)
9706 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9708 generatetangents = true;
9709 generatenormals = true;
9711 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9712 generatenormals = true;
9714 if (generatenormals && !rsurface.modelnormal3f)
9716 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9717 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9718 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9719 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9721 if (generatetangents && !rsurface.modelsvector3f)
9723 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9724 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9725 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9726 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9727 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9728 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9729 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);
9732 rsurface.vertex3f = rsurface.modelvertex3f;
9733 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9734 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9735 rsurface.svector3f = rsurface.modelsvector3f;
9736 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9737 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9738 rsurface.tvector3f = rsurface.modeltvector3f;
9739 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9740 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9741 rsurface.normal3f = rsurface.modelnormal3f;
9742 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9743 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9744 // if vertices are deformed (sprite flares and things in maps, possibly
9745 // water waves, bulges and other deformations), generate them into
9746 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9747 // (may be static model data or generated data for an animated model, or
9748 // the previous deform pass)
9749 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9751 switch (deform->deform)
9754 case Q3DEFORM_PROJECTIONSHADOW:
9755 case Q3DEFORM_TEXT0:
9756 case Q3DEFORM_TEXT1:
9757 case Q3DEFORM_TEXT2:
9758 case Q3DEFORM_TEXT3:
9759 case Q3DEFORM_TEXT4:
9760 case Q3DEFORM_TEXT5:
9761 case Q3DEFORM_TEXT6:
9762 case Q3DEFORM_TEXT7:
9765 case Q3DEFORM_AUTOSPRITE:
9766 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9767 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9768 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9769 VectorNormalize(newforward);
9770 VectorNormalize(newright);
9771 VectorNormalize(newup);
9772 // make deformed versions of only the model vertices used by the specified surfaces
9773 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9775 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9776 // a single autosprite surface can contain multiple sprites...
9777 for (j = 0;j < surface->num_vertices - 3;j += 4)
9779 VectorClear(center);
9780 for (i = 0;i < 4;i++)
9781 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9782 VectorScale(center, 0.25f, center);
9783 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9784 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9785 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9786 for (i = 0;i < 4;i++)
9788 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9789 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9792 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);
9793 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);
9795 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9796 rsurface.vertex3f_bufferobject = 0;
9797 rsurface.vertex3f_bufferoffset = 0;
9798 rsurface.svector3f = rsurface.array_deformedsvector3f;
9799 rsurface.svector3f_bufferobject = 0;
9800 rsurface.svector3f_bufferoffset = 0;
9801 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9802 rsurface.tvector3f_bufferobject = 0;
9803 rsurface.tvector3f_bufferoffset = 0;
9804 rsurface.normal3f = rsurface.array_deformednormal3f;
9805 rsurface.normal3f_bufferobject = 0;
9806 rsurface.normal3f_bufferoffset = 0;
9808 case Q3DEFORM_AUTOSPRITE2:
9809 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9810 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9811 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9812 VectorNormalize(newforward);
9813 VectorNormalize(newright);
9814 VectorNormalize(newup);
9815 // make deformed versions of only the model vertices used by the specified surfaces
9816 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9818 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9819 const float *v1, *v2;
9829 memset(shortest, 0, sizeof(shortest));
9830 // a single autosprite surface can contain multiple sprites...
9831 for (j = 0;j < surface->num_vertices - 3;j += 4)
9833 VectorClear(center);
9834 for (i = 0;i < 4;i++)
9835 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9836 VectorScale(center, 0.25f, center);
9837 // find the two shortest edges, then use them to define the
9838 // axis vectors for rotating around the central axis
9839 for (i = 0;i < 6;i++)
9841 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9842 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9844 Debug_PolygonBegin(NULL, 0);
9845 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9846 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);
9847 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9850 l = VectorDistance2(v1, v2);
9851 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9853 l += (1.0f / 1024.0f);
9854 if (shortest[0].length2 > l || i == 0)
9856 shortest[1] = shortest[0];
9857 shortest[0].length2 = l;
9858 shortest[0].v1 = v1;
9859 shortest[0].v2 = v2;
9861 else if (shortest[1].length2 > l || i == 1)
9863 shortest[1].length2 = l;
9864 shortest[1].v1 = v1;
9865 shortest[1].v2 = v2;
9868 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9869 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9871 Debug_PolygonBegin(NULL, 0);
9872 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9873 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);
9874 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9877 // this calculates the right vector from the shortest edge
9878 // and the up vector from the edge midpoints
9879 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9880 VectorNormalize(right);
9881 VectorSubtract(end, start, up);
9882 VectorNormalize(up);
9883 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9884 VectorSubtract(rsurface.localvieworigin, center, forward);
9885 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9886 VectorNegate(forward, forward);
9887 VectorReflect(forward, 0, up, forward);
9888 VectorNormalize(forward);
9889 CrossProduct(up, forward, newright);
9890 VectorNormalize(newright);
9892 Debug_PolygonBegin(NULL, 0);
9893 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);
9894 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9895 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9899 Debug_PolygonBegin(NULL, 0);
9900 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9901 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9902 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9905 // rotate the quad around the up axis vector, this is made
9906 // especially easy by the fact we know the quad is flat,
9907 // so we only have to subtract the center position and
9908 // measure distance along the right vector, and then
9909 // multiply that by the newright vector and add back the
9911 // we also need to subtract the old position to undo the
9912 // displacement from the center, which we do with a
9913 // DotProduct, the subtraction/addition of center is also
9914 // optimized into DotProducts here
9915 l = DotProduct(right, center);
9916 for (i = 0;i < 4;i++)
9918 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9919 f = DotProduct(right, v1) - l;
9920 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9923 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);
9924 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);
9926 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9927 rsurface.vertex3f_bufferobject = 0;
9928 rsurface.vertex3f_bufferoffset = 0;
9929 rsurface.svector3f = rsurface.array_deformedsvector3f;
9930 rsurface.svector3f_bufferobject = 0;
9931 rsurface.svector3f_bufferoffset = 0;
9932 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9933 rsurface.tvector3f_bufferobject = 0;
9934 rsurface.tvector3f_bufferoffset = 0;
9935 rsurface.normal3f = rsurface.array_deformednormal3f;
9936 rsurface.normal3f_bufferobject = 0;
9937 rsurface.normal3f_bufferoffset = 0;
9939 case Q3DEFORM_NORMAL:
9940 // deform the normals to make reflections wavey
9941 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9943 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9944 for (j = 0;j < surface->num_vertices;j++)
9947 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9948 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9949 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9950 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9951 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953 VectorNormalize(normal);
9955 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);
9957 rsurface.svector3f = rsurface.array_deformedsvector3f;
9958 rsurface.svector3f_bufferobject = 0;
9959 rsurface.svector3f_bufferoffset = 0;
9960 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9961 rsurface.tvector3f_bufferobject = 0;
9962 rsurface.tvector3f_bufferoffset = 0;
9963 rsurface.normal3f = rsurface.array_deformednormal3f;
9964 rsurface.normal3f_bufferobject = 0;
9965 rsurface.normal3f_bufferoffset = 0;
9968 // deform vertex array to make wavey water and flags and such
9969 waveparms[0] = deform->waveparms[0];
9970 waveparms[1] = deform->waveparms[1];
9971 waveparms[2] = deform->waveparms[2];
9972 waveparms[3] = deform->waveparms[3];
9973 // this is how a divisor of vertex influence on deformation
9974 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9975 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9976 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9978 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9979 for (j = 0;j < surface->num_vertices;j++)
9981 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9982 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9983 // if the wavefunc depends on time, evaluate it per-vertex
9986 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9987 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9989 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9992 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9993 rsurface.vertex3f_bufferobject = 0;
9994 rsurface.vertex3f_bufferoffset = 0;
9996 case Q3DEFORM_BULGE:
9997 // deform vertex array to make the surface have moving bulges
9998 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10000 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10001 for (j = 0;j < surface->num_vertices;j++)
10003 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10004 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10007 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10008 rsurface.vertex3f_bufferobject = 0;
10009 rsurface.vertex3f_bufferoffset = 0;
10011 case Q3DEFORM_MOVE:
10012 // deform vertex array
10013 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10014 VectorScale(deform->parms, scale, waveparms);
10015 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10017 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10018 for (j = 0;j < surface->num_vertices;j++)
10019 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10021 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10022 rsurface.vertex3f_bufferobject = 0;
10023 rsurface.vertex3f_bufferoffset = 0;
10027 // generate texcoords based on the chosen texcoord source
10028 switch(rsurface.texture->tcgen.tcgen)
10031 case Q3TCGEN_TEXTURE:
10032 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10033 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10034 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10036 case Q3TCGEN_LIGHTMAP:
10037 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10038 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10039 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10041 case Q3TCGEN_VECTOR:
10042 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10044 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10045 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)
10047 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10048 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10051 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10052 rsurface.texcoordtexture2f_bufferobject = 0;
10053 rsurface.texcoordtexture2f_bufferoffset = 0;
10055 case Q3TCGEN_ENVIRONMENT:
10056 // make environment reflections using a spheremap
10057 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10059 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10060 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10061 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10062 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10063 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10065 // identical to Q3A's method, but executed in worldspace so
10066 // carried models can be shiny too
10068 float viewer[3], d, reflected[3], worldreflected[3];
10070 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10071 // VectorNormalize(viewer);
10073 d = DotProduct(normal, viewer);
10075 reflected[0] = normal[0]*2*d - viewer[0];
10076 reflected[1] = normal[1]*2*d - viewer[1];
10077 reflected[2] = normal[2]*2*d - viewer[2];
10078 // note: this is proportinal to viewer, so we can normalize later
10080 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10081 VectorNormalize(worldreflected);
10083 // note: this sphere map only uses world x and z!
10084 // so positive and negative y will LOOK THE SAME.
10085 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10086 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10089 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10090 rsurface.texcoordtexture2f_bufferobject = 0;
10091 rsurface.texcoordtexture2f_bufferoffset = 0;
10094 // the only tcmod that needs software vertex processing is turbulent, so
10095 // check for it here and apply the changes if needed
10096 // and we only support that as the first one
10097 // (handling a mixture of turbulent and other tcmods would be problematic
10098 // without punting it entirely to a software path)
10099 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10101 amplitude = rsurface.texture->tcmods[0].parms[1];
10102 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10103 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10105 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10106 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)
10108 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10109 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10112 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10113 rsurface.texcoordtexture2f_bufferobject = 0;
10114 rsurface.texcoordtexture2f_bufferoffset = 0;
10116 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10117 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10118 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10119 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10122 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10125 const msurface_t *surface = texturesurfacelist[0];
10126 const msurface_t *surface2;
10131 // TODO: lock all array ranges before render, rather than on each surface
10132 if (texturenumsurfaces == 1)
10133 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);
10134 else if (r_batchmode.integer == 2)
10136 #define MAXBATCHTRIANGLES 4096
10137 int batchtriangles = 0;
10138 static int batchelements[MAXBATCHTRIANGLES*3];
10139 for (i = 0;i < texturenumsurfaces;i = j)
10141 surface = texturesurfacelist[i];
10143 if (surface->num_triangles > MAXBATCHTRIANGLES)
10145 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10148 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10149 batchtriangles = surface->num_triangles;
10150 firstvertex = surface->num_firstvertex;
10151 endvertex = surface->num_firstvertex + surface->num_vertices;
10152 for (;j < texturenumsurfaces;j++)
10154 surface2 = texturesurfacelist[j];
10155 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10157 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10158 batchtriangles += surface2->num_triangles;
10159 firstvertex = min(firstvertex, surface2->num_firstvertex);
10160 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10162 surface2 = texturesurfacelist[j-1];
10163 numvertices = endvertex - firstvertex;
10164 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10167 else if (r_batchmode.integer == 1)
10169 for (i = 0;i < texturenumsurfaces;i = j)
10171 surface = texturesurfacelist[i];
10172 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10173 if (texturesurfacelist[j] != surface2)
10175 surface2 = texturesurfacelist[j-1];
10176 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10177 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10178 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10183 for (i = 0;i < texturenumsurfaces;i++)
10185 surface = texturesurfacelist[i];
10186 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);
10191 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10193 switch(vid.renderpath)
10195 case RENDERPATH_CGGL:
10197 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10198 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10201 case RENDERPATH_GL20:
10202 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10203 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10205 case RENDERPATH_GL13:
10206 case RENDERPATH_GL11:
10207 R_Mesh_TexBind(0, surface->lightmaptexture);
10212 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10214 // pick the closest matching water plane and bind textures
10215 int planeindex, vertexindex;
10219 r_waterstate_waterplane_t *p, *bestp;
10222 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10225 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10227 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10228 d += fabs(PlaneDiff(vert, &p->plane));
10230 if (bestd > d || !bestp)
10236 switch(vid.renderpath)
10238 case RENDERPATH_CGGL:
10240 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10241 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10244 case RENDERPATH_GL20:
10245 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10246 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10248 case RENDERPATH_GL13:
10249 case RENDERPATH_GL11:
10254 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10257 const msurface_t *surface;
10258 if (r_waterstate.renderingscene)
10260 for (i = 0;i < texturenumsurfaces;i++)
10262 surface = texturesurfacelist[i];
10263 RSurf_BindLightmapForSurface(surface);
10264 RSurf_BindReflectionForSurface(surface);
10265 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);
10269 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10273 const msurface_t *surface = texturesurfacelist[0];
10274 const msurface_t *surface2;
10279 if (texturenumsurfaces == 1)
10281 RSurf_BindLightmapForSurface(surface);
10282 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);
10284 else if (r_batchmode.integer == 2)
10286 #define MAXBATCHTRIANGLES 4096
10287 int batchtriangles = 0;
10288 static int batchelements[MAXBATCHTRIANGLES*3];
10289 for (i = 0;i < texturenumsurfaces;i = j)
10291 surface = texturesurfacelist[i];
10292 RSurf_BindLightmapForSurface(surface);
10294 if (surface->num_triangles > MAXBATCHTRIANGLES)
10296 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);
10299 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10300 batchtriangles = surface->num_triangles;
10301 firstvertex = surface->num_firstvertex;
10302 endvertex = surface->num_firstvertex + surface->num_vertices;
10303 for (;j < texturenumsurfaces;j++)
10305 surface2 = texturesurfacelist[j];
10306 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10308 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10309 batchtriangles += surface2->num_triangles;
10310 firstvertex = min(firstvertex, surface2->num_firstvertex);
10311 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10313 surface2 = texturesurfacelist[j-1];
10314 numvertices = endvertex - firstvertex;
10315 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10318 else if (r_batchmode.integer == 1)
10321 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10322 for (i = 0;i < texturenumsurfaces;i = j)
10324 surface = texturesurfacelist[i];
10325 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10326 if (texturesurfacelist[j] != surface2)
10328 Con_Printf(" %i", j - i);
10331 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10333 for (i = 0;i < texturenumsurfaces;i = j)
10335 surface = texturesurfacelist[i];
10336 RSurf_BindLightmapForSurface(surface);
10337 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10338 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10341 Con_Printf(" %i", j - i);
10343 surface2 = texturesurfacelist[j-1];
10344 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10345 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10346 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10354 for (i = 0;i < texturenumsurfaces;i++)
10356 surface = texturesurfacelist[i];
10357 RSurf_BindLightmapForSurface(surface);
10358 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);
10363 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10366 int texturesurfaceindex;
10367 if (r_showsurfaces.integer == 2)
10369 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10371 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10372 for (j = 0;j < surface->num_triangles;j++)
10374 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10375 GL_Color(f, f, f, 1);
10376 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10382 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10384 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10385 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10386 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);
10387 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);
10392 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10394 int texturesurfaceindex;
10398 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10400 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10401 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)
10409 rsurface.lightmapcolor4f = rsurface.array_color4f;
10410 rsurface.lightmapcolor4f_bufferobject = 0;
10411 rsurface.lightmapcolor4f_bufferoffset = 0;
10414 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10416 int texturesurfaceindex;
10422 if (rsurface.lightmapcolor4f)
10424 // generate color arrays for the surfaces in this list
10425 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10427 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10428 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)
10430 f = RSurf_FogVertex(v);
10440 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10442 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10443 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)
10445 f = RSurf_FogVertex(v);
10453 rsurface.lightmapcolor4f = rsurface.array_color4f;
10454 rsurface.lightmapcolor4f_bufferobject = 0;
10455 rsurface.lightmapcolor4f_bufferoffset = 0;
10458 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10460 int texturesurfaceindex;
10466 if (!rsurface.lightmapcolor4f)
10468 // generate color arrays for the surfaces in this list
10469 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10471 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10472 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)
10474 f = RSurf_FogVertex(v);
10475 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10476 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10477 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10481 rsurface.lightmapcolor4f = rsurface.array_color4f;
10482 rsurface.lightmapcolor4f_bufferobject = 0;
10483 rsurface.lightmapcolor4f_bufferoffset = 0;
10486 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10488 int texturesurfaceindex;
10492 if (!rsurface.lightmapcolor4f)
10494 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10496 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10497 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)
10505 rsurface.lightmapcolor4f = rsurface.array_color4f;
10506 rsurface.lightmapcolor4f_bufferobject = 0;
10507 rsurface.lightmapcolor4f_bufferoffset = 0;
10510 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10512 int texturesurfaceindex;
10516 if (!rsurface.lightmapcolor4f)
10518 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10520 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10521 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)
10523 c2[0] = c[0] + r_refdef.scene.ambient;
10524 c2[1] = c[1] + r_refdef.scene.ambient;
10525 c2[2] = c[2] + r_refdef.scene.ambient;
10529 rsurface.lightmapcolor4f = rsurface.array_color4f;
10530 rsurface.lightmapcolor4f_bufferobject = 0;
10531 rsurface.lightmapcolor4f_bufferoffset = 0;
10534 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10537 rsurface.lightmapcolor4f = NULL;
10538 rsurface.lightmapcolor4f_bufferobject = 0;
10539 rsurface.lightmapcolor4f_bufferoffset = 0;
10540 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10541 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10542 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10543 GL_Color(r, g, b, a);
10544 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10547 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10549 // TODO: optimize applyfog && applycolor case
10550 // just apply fog if necessary, and tint the fog color array if necessary
10551 rsurface.lightmapcolor4f = NULL;
10552 rsurface.lightmapcolor4f_bufferobject = 0;
10553 rsurface.lightmapcolor4f_bufferoffset = 0;
10554 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10555 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10556 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10557 GL_Color(r, g, b, a);
10558 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10561 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10563 int texturesurfaceindex;
10567 if (texturesurfacelist[0]->lightmapinfo)
10569 // generate color arrays for the surfaces in this list
10570 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10572 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10573 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10575 if (surface->lightmapinfo->samples)
10577 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10578 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10579 VectorScale(lm, scale, c);
10580 if (surface->lightmapinfo->styles[1] != 255)
10582 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10584 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10585 VectorMA(c, scale, lm, c);
10586 if (surface->lightmapinfo->styles[2] != 255)
10589 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10590 VectorMA(c, scale, lm, c);
10591 if (surface->lightmapinfo->styles[3] != 255)
10594 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10595 VectorMA(c, scale, lm, c);
10605 rsurface.lightmapcolor4f = rsurface.array_color4f;
10606 rsurface.lightmapcolor4f_bufferobject = 0;
10607 rsurface.lightmapcolor4f_bufferoffset = 0;
10611 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10612 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10613 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10615 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10616 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10617 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10618 GL_Color(r, g, b, a);
10619 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10622 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10624 int texturesurfaceindex;
10631 vec3_t ambientcolor;
10632 vec3_t diffusecolor;
10636 VectorCopy(rsurface.modellight_lightdir, lightdir);
10637 f = 0.5f * r_refdef.lightmapintensity;
10638 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10639 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10640 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10641 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10642 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10643 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10645 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10647 // generate color arrays for the surfaces in this list
10648 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10650 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10651 int numverts = surface->num_vertices;
10652 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10653 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10654 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10655 // q3-style directional shading
10656 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10658 if ((f = DotProduct(n, lightdir)) > 0)
10659 VectorMA(ambientcolor, f, diffusecolor, c);
10661 VectorCopy(ambientcolor, c);
10669 rsurface.lightmapcolor4f = rsurface.array_color4f;
10670 rsurface.lightmapcolor4f_bufferobject = 0;
10671 rsurface.lightmapcolor4f_bufferoffset = 0;
10672 *applycolor = false;
10676 *r = ambientcolor[0];
10677 *g = ambientcolor[1];
10678 *b = ambientcolor[2];
10679 rsurface.lightmapcolor4f = NULL;
10680 rsurface.lightmapcolor4f_bufferobject = 0;
10681 rsurface.lightmapcolor4f_bufferoffset = 0;
10685 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10687 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10688 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10689 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10690 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10691 GL_Color(r, g, b, a);
10692 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10695 void RSurf_SetupDepthAndCulling(void)
10697 // submodels are biased to avoid z-fighting with world surfaces that they
10698 // may be exactly overlapping (avoids z-fighting artifacts on certain
10699 // doors and things in Quake maps)
10700 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10701 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10702 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10703 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10706 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10708 // transparent sky would be ridiculous
10709 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10711 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10712 skyrenderlater = true;
10713 RSurf_SetupDepthAndCulling();
10714 GL_DepthMask(true);
10715 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10716 // skymasking on them, and Quake3 never did sky masking (unlike
10717 // software Quake and software Quake2), so disable the sky masking
10718 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10719 // and skymasking also looks very bad when noclipping outside the
10720 // level, so don't use it then either.
10721 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10723 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10724 R_Mesh_ColorPointer(NULL, 0, 0);
10725 R_Mesh_ResetTextureState();
10726 if (skyrendermasked)
10728 R_SetupShader_DepthOrShadow();
10729 // depth-only (masking)
10730 GL_ColorMask(0,0,0,0);
10731 // just to make sure that braindead drivers don't draw
10732 // anything despite that colormask...
10733 GL_BlendFunc(GL_ZERO, GL_ONE);
10737 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10739 GL_BlendFunc(GL_ONE, GL_ZERO);
10741 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10742 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10743 if (skyrendermasked)
10744 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10746 R_Mesh_ResetTextureState();
10747 GL_Color(1, 1, 1, 1);
10750 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10751 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10752 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10754 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10756 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10759 // render screenspace normalmap to texture
10760 GL_DepthMask(true);
10761 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10762 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10764 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10766 // render water or distortion background, then blend surface on top
10767 GL_DepthMask(true);
10768 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10769 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10770 GL_DepthMask(false);
10771 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10772 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10773 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10775 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10779 // render surface normally
10780 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10781 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10782 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10783 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10784 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10785 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10787 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10791 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10793 // OpenGL 1.3 path - anything not completely ancient
10794 int texturesurfaceindex;
10795 qboolean applycolor;
10798 const texturelayer_t *layer;
10799 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10801 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10804 int layertexrgbscale;
10805 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10807 if (layerindex == 0)
10808 GL_AlphaTest(true);
10811 GL_AlphaTest(false);
10812 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10815 GL_DepthMask(layer->depthmask && writedepth);
10816 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10817 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10819 layertexrgbscale = 4;
10820 VectorScale(layer->color, 0.25f, layercolor);
10822 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10824 layertexrgbscale = 2;
10825 VectorScale(layer->color, 0.5f, layercolor);
10829 layertexrgbscale = 1;
10830 VectorScale(layer->color, 1.0f, layercolor);
10832 layercolor[3] = layer->color[3];
10833 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10834 R_Mesh_ColorPointer(NULL, 0, 0);
10835 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10836 switch (layer->type)
10838 case TEXTURELAYERTYPE_LITTEXTURE:
10839 // single-pass lightmapped texture with 2x rgbscale
10840 R_Mesh_TexBind(0, r_texture_white);
10841 R_Mesh_TexMatrix(0, NULL);
10842 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10843 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10844 R_Mesh_TexBind(1, layer->texture);
10845 R_Mesh_TexMatrix(1, &layer->texmatrix);
10846 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10847 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10848 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10849 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10850 else if (rsurface.uselightmaptexture)
10851 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10855 case TEXTURELAYERTYPE_TEXTURE:
10856 // singletexture unlit texture with transparency support
10857 R_Mesh_TexBind(0, layer->texture);
10858 R_Mesh_TexMatrix(0, &layer->texmatrix);
10859 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10860 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10861 R_Mesh_TexBind(1, 0);
10862 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10863 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10865 case TEXTURELAYERTYPE_FOG:
10866 // singletexture fogging
10867 if (layer->texture)
10869 R_Mesh_TexBind(0, layer->texture);
10870 R_Mesh_TexMatrix(0, &layer->texmatrix);
10871 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10872 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10876 R_Mesh_TexBind(0, 0);
10877 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10879 R_Mesh_TexBind(1, 0);
10880 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10881 // generate a color array for the fog pass
10882 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10883 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10889 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10890 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)
10892 f = 1 - RSurf_FogVertex(v);
10893 c[0] = layercolor[0];
10894 c[1] = layercolor[1];
10895 c[2] = layercolor[2];
10896 c[3] = f * layercolor[3];
10899 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10902 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10906 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10908 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10909 GL_AlphaTest(false);
10913 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10915 // OpenGL 1.1 - crusty old voodoo path
10916 int texturesurfaceindex;
10919 const texturelayer_t *layer;
10920 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10922 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10924 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10926 if (layerindex == 0)
10927 GL_AlphaTest(true);
10930 GL_AlphaTest(false);
10931 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10934 GL_DepthMask(layer->depthmask && writedepth);
10935 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10936 R_Mesh_ColorPointer(NULL, 0, 0);
10937 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10938 switch (layer->type)
10940 case TEXTURELAYERTYPE_LITTEXTURE:
10941 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10943 // two-pass lit texture with 2x rgbscale
10944 // first the lightmap pass
10945 R_Mesh_TexBind(0, r_texture_white);
10946 R_Mesh_TexMatrix(0, NULL);
10947 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10948 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10949 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10950 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10951 else if (rsurface.uselightmaptexture)
10952 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10954 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10955 // then apply the texture to it
10956 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10957 R_Mesh_TexBind(0, layer->texture);
10958 R_Mesh_TexMatrix(0, &layer->texmatrix);
10959 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10960 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10961 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);
10965 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10966 R_Mesh_TexBind(0, layer->texture);
10967 R_Mesh_TexMatrix(0, &layer->texmatrix);
10968 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10969 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10971 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);
10973 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);
10976 case TEXTURELAYERTYPE_TEXTURE:
10977 // singletexture unlit texture with transparency support
10978 R_Mesh_TexBind(0, layer->texture);
10979 R_Mesh_TexMatrix(0, &layer->texmatrix);
10980 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10981 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10982 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);
10984 case TEXTURELAYERTYPE_FOG:
10985 // singletexture fogging
10986 if (layer->texture)
10988 R_Mesh_TexBind(0, layer->texture);
10989 R_Mesh_TexMatrix(0, &layer->texmatrix);
10990 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10991 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10995 R_Mesh_TexBind(0, 0);
10996 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10998 // generate a color array for the fog pass
10999 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11000 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11006 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11007 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)
11009 f = 1 - RSurf_FogVertex(v);
11010 c[0] = layer->color[0];
11011 c[1] = layer->color[1];
11012 c[2] = layer->color[2];
11013 c[3] = f * layer->color[3];
11016 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11019 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11023 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11025 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11026 GL_AlphaTest(false);
11030 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11034 GL_AlphaTest(false);
11035 R_Mesh_ColorPointer(NULL, 0, 0);
11036 R_Mesh_ResetTextureState();
11037 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11039 if(rsurface.texture && rsurface.texture->currentskinframe)
11041 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11042 c[3] *= rsurface.texture->currentalpha;
11052 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11054 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11055 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11056 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11059 // brighten it up (as texture value 127 means "unlit")
11060 c[0] *= 2 * r_refdef.view.colorscale;
11061 c[1] *= 2 * r_refdef.view.colorscale;
11062 c[2] *= 2 * r_refdef.view.colorscale;
11064 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11065 c[3] *= r_wateralpha.value;
11067 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11069 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11070 GL_DepthMask(false);
11072 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11074 GL_BlendFunc(GL_ONE, GL_ONE);
11075 GL_DepthMask(false);
11077 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11079 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11080 GL_DepthMask(false);
11082 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11084 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11085 GL_DepthMask(false);
11089 GL_BlendFunc(GL_ONE, GL_ZERO);
11090 GL_DepthMask(writedepth);
11093 rsurface.lightmapcolor4f = NULL;
11095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11097 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11099 rsurface.lightmapcolor4f = NULL;
11100 rsurface.lightmapcolor4f_bufferobject = 0;
11101 rsurface.lightmapcolor4f_bufferoffset = 0;
11103 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11105 qboolean applycolor = true;
11108 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11110 r_refdef.lightmapintensity = 1;
11111 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11112 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11116 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11118 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11119 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11120 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11123 if(!rsurface.lightmapcolor4f)
11124 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11126 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11127 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11128 if(r_refdef.fogenabled)
11129 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11131 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11132 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11135 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11138 RSurf_SetupDepthAndCulling();
11139 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11141 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11144 switch (vid.renderpath)
11146 case RENDERPATH_GL20:
11147 case RENDERPATH_CGGL:
11148 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11150 case RENDERPATH_GL13:
11151 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11153 case RENDERPATH_GL11:
11154 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11160 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11163 RSurf_SetupDepthAndCulling();
11164 if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11166 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11169 switch (vid.renderpath)
11171 case RENDERPATH_GL20:
11172 case RENDERPATH_CGGL:
11173 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11175 case RENDERPATH_GL13:
11176 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11178 case RENDERPATH_GL11:
11179 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11185 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11188 int texturenumsurfaces, endsurface;
11189 texture_t *texture;
11190 const msurface_t *surface;
11191 const msurface_t *texturesurfacelist[256];
11193 // if the model is static it doesn't matter what value we give for
11194 // wantnormals and wanttangents, so this logic uses only rules applicable
11195 // to a model, knowing that they are meaningless otherwise
11196 if (ent == r_refdef.scene.worldentity)
11197 RSurf_ActiveWorldEntity();
11198 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11199 RSurf_ActiveModelEntity(ent, false, false, false);
11202 switch (vid.renderpath)
11204 case RENDERPATH_GL20:
11205 case RENDERPATH_CGGL:
11206 RSurf_ActiveModelEntity(ent, true, true, false);
11208 case RENDERPATH_GL13:
11209 case RENDERPATH_GL11:
11210 RSurf_ActiveModelEntity(ent, true, false, false);
11215 if (r_transparentdepthmasking.integer)
11217 qboolean setup = false;
11218 for (i = 0;i < numsurfaces;i = j)
11221 surface = rsurface.modelsurfaces + surfacelist[i];
11222 texture = surface->texture;
11223 rsurface.texture = R_GetCurrentTexture(texture);
11224 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11225 // scan ahead until we find a different texture
11226 endsurface = min(i + 1024, numsurfaces);
11227 texturenumsurfaces = 0;
11228 texturesurfacelist[texturenumsurfaces++] = surface;
11229 for (;j < endsurface;j++)
11231 surface = rsurface.modelsurfaces + surfacelist[j];
11232 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11234 texturesurfacelist[texturenumsurfaces++] = surface;
11236 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11238 // render the range of surfaces as depth
11242 GL_ColorMask(0,0,0,0);
11244 GL_DepthTest(true);
11245 GL_BlendFunc(GL_ONE, GL_ZERO);
11246 GL_DepthMask(true);
11247 GL_AlphaTest(false);
11248 R_Mesh_ColorPointer(NULL, 0, 0);
11249 R_Mesh_ResetTextureState();
11250 R_SetupShader_DepthOrShadow();
11252 RSurf_SetupDepthAndCulling();
11253 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11254 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11257 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11260 for (i = 0;i < numsurfaces;i = j)
11263 surface = rsurface.modelsurfaces + surfacelist[i];
11264 texture = surface->texture;
11265 rsurface.texture = R_GetCurrentTexture(texture);
11266 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11267 // scan ahead until we find a different texture
11268 endsurface = min(i + 1024, numsurfaces);
11269 texturenumsurfaces = 0;
11270 texturesurfacelist[texturenumsurfaces++] = surface;
11271 for (;j < endsurface;j++)
11273 surface = rsurface.modelsurfaces + surfacelist[j];
11274 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11276 texturesurfacelist[texturenumsurfaces++] = surface;
11278 // render the range of surfaces
11279 if (ent == r_refdef.scene.worldentity)
11280 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11282 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11284 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11285 GL_AlphaTest(false);
11288 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11290 // transparent surfaces get pushed off into the transparent queue
11291 int surfacelistindex;
11292 const msurface_t *surface;
11293 vec3_t tempcenter, center;
11294 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11296 surface = texturesurfacelist[surfacelistindex];
11297 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11298 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11299 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11300 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11301 if (queueentity->transparent_offset) // transparent offset
11303 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11304 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11305 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11307 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11311 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11313 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11317 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11319 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11321 RSurf_SetupDepthAndCulling();
11322 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11323 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11327 if (!rsurface.texture->currentnumlayers)
11329 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11330 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11332 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11334 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11336 RSurf_SetupDepthAndCulling();
11337 GL_AlphaTest(false);
11338 R_Mesh_ColorPointer(NULL, 0, 0);
11339 R_Mesh_ResetTextureState();
11340 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11341 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11342 GL_DepthMask(true);
11343 GL_BlendFunc(GL_ONE, GL_ZERO);
11344 GL_Color(0, 0, 0, 1);
11345 GL_DepthTest(writedepth);
11346 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11348 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11350 RSurf_SetupDepthAndCulling();
11351 GL_AlphaTest(false);
11352 R_Mesh_ColorPointer(NULL, 0, 0);
11353 R_Mesh_ResetTextureState();
11354 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11355 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11356 GL_DepthMask(true);
11357 GL_BlendFunc(GL_ONE, GL_ZERO);
11358 GL_DepthTest(true);
11359 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11361 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11362 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11363 else if (!rsurface.texture->currentnumlayers)
11365 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11367 // in the deferred case, transparent surfaces were queued during prepass
11368 if (!r_shadow_usingdeferredprepass)
11369 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11373 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11374 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11379 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11382 texture_t *texture;
11383 // break the surface list down into batches by texture and use of lightmapping
11384 for (i = 0;i < numsurfaces;i = j)
11387 // texture is the base texture pointer, rsurface.texture is the
11388 // current frame/skin the texture is directing us to use (for example
11389 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11390 // use skin 1 instead)
11391 texture = surfacelist[i]->texture;
11392 rsurface.texture = R_GetCurrentTexture(texture);
11393 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11394 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11396 // if this texture is not the kind we want, skip ahead to the next one
11397 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11401 // simply scan ahead until we find a different texture or lightmap state
11402 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11404 // render the range of surfaces
11405 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11409 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11414 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11416 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11418 RSurf_SetupDepthAndCulling();
11419 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11420 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11424 if (!rsurface.texture->currentnumlayers)
11426 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11427 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11429 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11431 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11433 RSurf_SetupDepthAndCulling();
11434 GL_AlphaTest(false);
11435 R_Mesh_ColorPointer(NULL, 0, 0);
11436 R_Mesh_ResetTextureState();
11437 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11438 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11439 GL_DepthMask(true);
11440 GL_BlendFunc(GL_ONE, GL_ZERO);
11441 GL_Color(0, 0, 0, 1);
11442 GL_DepthTest(writedepth);
11443 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11445 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11447 RSurf_SetupDepthAndCulling();
11448 GL_AlphaTest(false);
11449 R_Mesh_ColorPointer(NULL, 0, 0);
11450 R_Mesh_ResetTextureState();
11451 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11452 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11453 GL_DepthMask(true);
11454 GL_BlendFunc(GL_ONE, GL_ZERO);
11455 GL_DepthTest(true);
11456 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11458 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11459 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11460 else if (!rsurface.texture->currentnumlayers)
11462 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11464 // in the deferred case, transparent surfaces were queued during prepass
11465 if (!r_shadow_usingdeferredprepass)
11466 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11470 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11471 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11476 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11479 texture_t *texture;
11480 // break the surface list down into batches by texture and use of lightmapping
11481 for (i = 0;i < numsurfaces;i = j)
11484 // texture is the base texture pointer, rsurface.texture is the
11485 // current frame/skin the texture is directing us to use (for example
11486 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11487 // use skin 1 instead)
11488 texture = surfacelist[i]->texture;
11489 rsurface.texture = R_GetCurrentTexture(texture);
11490 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11491 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11493 // if this texture is not the kind we want, skip ahead to the next one
11494 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11498 // simply scan ahead until we find a different texture or lightmap state
11499 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11501 // render the range of surfaces
11502 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11506 float locboxvertex3f[6*4*3] =
11508 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11509 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11510 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11511 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11512 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11513 1,0,0, 0,0,0, 0,1,0, 1,1,0
11516 unsigned short locboxelements[6*2*3] =
11521 12,13,14, 12,14,15,
11522 16,17,18, 16,18,19,
11526 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11529 cl_locnode_t *loc = (cl_locnode_t *)ent;
11531 float vertex3f[6*4*3];
11533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11534 GL_DepthMask(false);
11535 GL_DepthRange(0, 1);
11536 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11537 GL_DepthTest(true);
11538 GL_CullFace(GL_NONE);
11539 R_EntityMatrix(&identitymatrix);
11541 R_Mesh_VertexPointer(vertex3f, 0, 0);
11542 R_Mesh_ColorPointer(NULL, 0, 0);
11543 R_Mesh_ResetTextureState();
11544 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11546 i = surfacelist[0];
11547 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11548 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550 surfacelist[0] < 0 ? 0.5f : 0.125f);
11552 if (VectorCompare(loc->mins, loc->maxs))
11554 VectorSet(size, 2, 2, 2);
11555 VectorMA(loc->mins, -0.5f, size, mins);
11559 VectorCopy(loc->mins, mins);
11560 VectorSubtract(loc->maxs, loc->mins, size);
11563 for (i = 0;i < 6*4*3;)
11564 for (j = 0;j < 3;j++, i++)
11565 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11567 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11570 void R_DrawLocs(void)
11573 cl_locnode_t *loc, *nearestloc;
11575 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11576 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11578 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11579 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11583 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11585 if (decalsystem->decals)
11586 Mem_Free(decalsystem->decals);
11587 memset(decalsystem, 0, sizeof(*decalsystem));
11590 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)
11593 tridecal_t *decals;
11596 // expand or initialize the system
11597 if (decalsystem->maxdecals <= decalsystem->numdecals)
11599 decalsystem_t old = *decalsystem;
11600 qboolean useshortelements;
11601 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11602 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11603 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)));
11604 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11605 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11606 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11607 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11608 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11609 if (decalsystem->numdecals)
11610 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11612 Mem_Free(old.decals);
11613 for (i = 0;i < decalsystem->maxdecals*3;i++)
11614 decalsystem->element3i[i] = i;
11615 if (useshortelements)
11616 for (i = 0;i < decalsystem->maxdecals*3;i++)
11617 decalsystem->element3s[i] = i;
11620 // grab a decal and search for another free slot for the next one
11621 decals = decalsystem->decals;
11622 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11623 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11625 decalsystem->freedecal = i;
11626 if (decalsystem->numdecals <= i)
11627 decalsystem->numdecals = i + 1;
11629 // initialize the decal
11631 decal->triangleindex = triangleindex;
11632 decal->surfaceindex = surfaceindex;
11633 decal->decalsequence = decalsequence;
11634 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11635 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11636 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11637 decal->color4ub[0][3] = 255;
11638 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11639 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11640 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11641 decal->color4ub[1][3] = 255;
11642 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11643 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11644 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11645 decal->color4ub[2][3] = 255;
11646 decal->vertex3f[0][0] = v0[0];
11647 decal->vertex3f[0][1] = v0[1];
11648 decal->vertex3f[0][2] = v0[2];
11649 decal->vertex3f[1][0] = v1[0];
11650 decal->vertex3f[1][1] = v1[1];
11651 decal->vertex3f[1][2] = v1[2];
11652 decal->vertex3f[2][0] = v2[0];
11653 decal->vertex3f[2][1] = v2[1];
11654 decal->vertex3f[2][2] = v2[2];
11655 decal->texcoord2f[0][0] = t0[0];
11656 decal->texcoord2f[0][1] = t0[1];
11657 decal->texcoord2f[1][0] = t1[0];
11658 decal->texcoord2f[1][1] = t1[1];
11659 decal->texcoord2f[2][0] = t2[0];
11660 decal->texcoord2f[2][1] = t2[1];
11663 extern cvar_t cl_decals_bias;
11664 extern cvar_t cl_decals_models;
11665 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11666 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)
11668 matrix4x4_t projection;
11669 decalsystem_t *decalsystem;
11672 const float *vertex3f;
11673 const msurface_t *surface;
11674 const msurface_t *surfaces;
11675 const int *surfacelist;
11676 const texture_t *texture;
11678 int numsurfacelist;
11679 int surfacelistindex;
11686 float localorigin[3];
11687 float localnormal[3];
11688 float localmins[3];
11689 float localmaxs[3];
11695 float planes[6][4];
11697 float points[2][9][3];
11701 decalsystem = &ent->decalsystem;
11702 model = ent->model;
11703 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11705 R_DecalSystem_Reset(&ent->decalsystem);
11709 if (!model->brush.data_nodes && !cl_decals_models.integer)
11711 if (decalsystem->model)
11712 R_DecalSystem_Reset(decalsystem);
11716 if (decalsystem->model != model)
11717 R_DecalSystem_Reset(decalsystem);
11718 decalsystem->model = model;
11720 RSurf_ActiveModelEntity(ent, false, false, false);
11722 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11723 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11724 VectorNormalize(localnormal);
11725 localsize = worldsize*rsurface.inversematrixscale;
11726 localmins[0] = localorigin[0] - localsize;
11727 localmins[1] = localorigin[1] - localsize;
11728 localmins[2] = localorigin[2] - localsize;
11729 localmaxs[0] = localorigin[0] + localsize;
11730 localmaxs[1] = localorigin[1] + localsize;
11731 localmaxs[2] = localorigin[2] + localsize;
11733 //VectorCopy(localnormal, planes[4]);
11734 //VectorVectors(planes[4], planes[2], planes[0]);
11735 AnglesFromVectors(angles, localnormal, NULL, false);
11736 AngleVectors(angles, planes[0], planes[2], planes[4]);
11737 VectorNegate(planes[0], planes[1]);
11738 VectorNegate(planes[2], planes[3]);
11739 VectorNegate(planes[4], planes[5]);
11740 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11741 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11742 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11743 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11744 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11745 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11750 matrix4x4_t forwardprojection;
11751 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11752 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11757 float projectionvector[4][3];
11758 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11759 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11760 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11761 projectionvector[0][0] = planes[0][0] * ilocalsize;
11762 projectionvector[0][1] = planes[1][0] * ilocalsize;
11763 projectionvector[0][2] = planes[2][0] * ilocalsize;
11764 projectionvector[1][0] = planes[0][1] * ilocalsize;
11765 projectionvector[1][1] = planes[1][1] * ilocalsize;
11766 projectionvector[1][2] = planes[2][1] * ilocalsize;
11767 projectionvector[2][0] = planes[0][2] * ilocalsize;
11768 projectionvector[2][1] = planes[1][2] * ilocalsize;
11769 projectionvector[2][2] = planes[2][2] * ilocalsize;
11770 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11771 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11772 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11773 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11777 dynamic = model->surfmesh.isanimated;
11778 vertex3f = rsurface.modelvertex3f;
11779 numsurfacelist = model->nummodelsurfaces;
11780 surfacelist = model->sortedmodelsurfaces;
11781 surfaces = model->data_surfaces;
11782 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11784 surfaceindex = surfacelist[surfacelistindex];
11785 surface = surfaces + surfaceindex;
11786 // check cull box first because it rejects more than any other check
11787 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11789 // skip transparent surfaces
11790 texture = surface->texture;
11791 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11793 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11795 numtriangles = surface->num_triangles;
11796 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11798 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11800 index = 3*e[cornerindex];
11801 VectorCopy(vertex3f + index, v[cornerindex]);
11804 //TriangleNormal(v[0], v[1], v[2], normal);
11805 //if (DotProduct(normal, localnormal) < 0.0f)
11807 // clip by each of the box planes formed from the projection matrix
11808 // if anything survives, we emit the decal
11809 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]);
11812 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]);
11815 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]);
11818 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]);
11821 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]);
11824 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]);
11827 // some part of the triangle survived, so we have to accept it...
11830 // dynamic always uses the original triangle
11832 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11834 index = 3*e[cornerindex];
11835 VectorCopy(vertex3f + index, v[cornerindex]);
11838 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11840 // convert vertex positions to texcoords
11841 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11842 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11843 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11844 // calculate distance fade from the projection origin
11845 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11846 f = bound(0.0f, f, 1.0f);
11847 c[cornerindex][0] = r * f;
11848 c[cornerindex][1] = g * f;
11849 c[cornerindex][2] = b * f;
11850 c[cornerindex][3] = 1.0f;
11851 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11854 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);
11856 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11857 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);
11862 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11863 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)
11865 int renderentityindex;
11866 float worldmins[3];
11867 float worldmaxs[3];
11868 entity_render_t *ent;
11870 if (!cl_decals_newsystem.integer)
11873 worldmins[0] = worldorigin[0] - worldsize;
11874 worldmins[1] = worldorigin[1] - worldsize;
11875 worldmins[2] = worldorigin[2] - worldsize;
11876 worldmaxs[0] = worldorigin[0] + worldsize;
11877 worldmaxs[1] = worldorigin[1] + worldsize;
11878 worldmaxs[2] = worldorigin[2] + worldsize;
11880 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11882 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11884 ent = r_refdef.scene.entities[renderentityindex];
11885 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11888 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11892 typedef struct r_decalsystem_splatqueue_s
11894 vec3_t worldorigin;
11895 vec3_t worldnormal;
11901 r_decalsystem_splatqueue_t;
11903 int r_decalsystem_numqueued = 0;
11904 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11906 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)
11908 r_decalsystem_splatqueue_t *queue;
11910 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11913 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11914 VectorCopy(worldorigin, queue->worldorigin);
11915 VectorCopy(worldnormal, queue->worldnormal);
11916 Vector4Set(queue->color, r, g, b, a);
11917 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11918 queue->worldsize = worldsize;
11919 queue->decalsequence = cl.decalsequence++;
11922 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11925 r_decalsystem_splatqueue_t *queue;
11927 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11928 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);
11929 r_decalsystem_numqueued = 0;
11932 extern cvar_t cl_decals_max;
11933 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11936 decalsystem_t *decalsystem = &ent->decalsystem;
11943 if (!decalsystem->numdecals)
11946 if (r_showsurfaces.integer)
11949 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11951 R_DecalSystem_Reset(decalsystem);
11955 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11956 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11958 if (decalsystem->lastupdatetime)
11959 frametime = (cl.time - decalsystem->lastupdatetime);
11962 decalsystem->lastupdatetime = cl.time;
11963 decal = decalsystem->decals;
11964 numdecals = decalsystem->numdecals;
11966 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11968 if (decal->color4ub[0][3])
11970 decal->lived += frametime;
11971 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11973 memset(decal, 0, sizeof(*decal));
11974 if (decalsystem->freedecal > i)
11975 decalsystem->freedecal = i;
11979 decal = decalsystem->decals;
11980 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11983 // collapse the array by shuffling the tail decals into the gaps
11986 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11987 decalsystem->freedecal++;
11988 if (decalsystem->freedecal == numdecals)
11990 decal[decalsystem->freedecal] = decal[--numdecals];
11993 decalsystem->numdecals = numdecals;
11995 if (numdecals <= 0)
11997 // if there are no decals left, reset decalsystem
11998 R_DecalSystem_Reset(decalsystem);
12002 extern skinframe_t *decalskinframe;
12003 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12006 decalsystem_t *decalsystem = &ent->decalsystem;
12015 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12018 numdecals = decalsystem->numdecals;
12022 if (r_showsurfaces.integer)
12025 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12027 R_DecalSystem_Reset(decalsystem);
12031 // if the model is static it doesn't matter what value we give for
12032 // wantnormals and wanttangents, so this logic uses only rules applicable
12033 // to a model, knowing that they are meaningless otherwise
12034 if (ent == r_refdef.scene.worldentity)
12035 RSurf_ActiveWorldEntity();
12037 RSurf_ActiveModelEntity(ent, false, false, false);
12039 decalsystem->lastupdatetime = cl.time;
12040 decal = decalsystem->decals;
12042 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12044 // update vertex positions for animated models
12045 v3f = decalsystem->vertex3f;
12046 c4f = decalsystem->color4f;
12047 t2f = decalsystem->texcoord2f;
12048 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12050 if (!decal->color4ub[0][3])
12053 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12056 // update color values for fading decals
12057 if (decal->lived >= cl_decals_time.value)
12059 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12060 alpha *= (1.0f/255.0f);
12063 alpha = 1.0f/255.0f;
12065 c4f[ 0] = decal->color4ub[0][0] * alpha;
12066 c4f[ 1] = decal->color4ub[0][1] * alpha;
12067 c4f[ 2] = decal->color4ub[0][2] * alpha;
12069 c4f[ 4] = decal->color4ub[1][0] * alpha;
12070 c4f[ 5] = decal->color4ub[1][1] * alpha;
12071 c4f[ 6] = decal->color4ub[1][2] * alpha;
12073 c4f[ 8] = decal->color4ub[2][0] * alpha;
12074 c4f[ 9] = decal->color4ub[2][1] * alpha;
12075 c4f[10] = decal->color4ub[2][2] * alpha;
12078 t2f[0] = decal->texcoord2f[0][0];
12079 t2f[1] = decal->texcoord2f[0][1];
12080 t2f[2] = decal->texcoord2f[1][0];
12081 t2f[3] = decal->texcoord2f[1][1];
12082 t2f[4] = decal->texcoord2f[2][0];
12083 t2f[5] = decal->texcoord2f[2][1];
12085 // update vertex positions for animated models
12086 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12088 e = rsurface.modelelement3i + 3*decal->triangleindex;
12089 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12090 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12091 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12095 VectorCopy(decal->vertex3f[0], v3f);
12096 VectorCopy(decal->vertex3f[1], v3f + 3);
12097 VectorCopy(decal->vertex3f[2], v3f + 6);
12108 r_refdef.stats.drawndecals += numtris;
12110 if (r_refdef.fogenabled)
12112 switch(vid.renderpath)
12114 case RENDERPATH_GL20:
12115 case RENDERPATH_CGGL:
12116 case RENDERPATH_GL13:
12117 case RENDERPATH_GL11:
12118 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12120 alpha = RSurf_FogVertex(v3f);
12129 // now render the decals all at once
12130 // (this assumes they all use one particle font texture!)
12131 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);
12132 R_Mesh_ResetTextureState();
12133 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12134 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12135 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12136 GL_DepthMask(false);
12137 GL_DepthRange(0, 1);
12138 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12139 GL_DepthTest(true);
12140 GL_CullFace(GL_NONE);
12141 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12142 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12143 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12147 static void R_DrawModelDecals(void)
12151 // fade faster when there are too many decals
12152 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12153 for (i = 0;i < r_refdef.scene.numentities;i++)
12154 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12156 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12157 for (i = 0;i < r_refdef.scene.numentities;i++)
12158 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12159 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12161 R_DecalSystem_ApplySplatEntitiesQueue();
12163 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12164 for (i = 0;i < r_refdef.scene.numentities;i++)
12165 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12167 r_refdef.stats.totaldecals += numdecals;
12169 if (r_showsurfaces.integer)
12172 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12174 for (i = 0;i < r_refdef.scene.numentities;i++)
12176 if (!r_refdef.viewcache.entityvisible[i])
12178 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12179 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12183 void R_DrawDebugModel(void)
12185 entity_render_t *ent = rsurface.entity;
12186 int i, j, k, l, flagsmask;
12188 const msurface_t *surface;
12189 dp_model_t *model = ent->model;
12192 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12194 R_Mesh_ColorPointer(NULL, 0, 0);
12195 R_Mesh_ResetTextureState();
12196 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12197 GL_DepthRange(0, 1);
12198 GL_DepthTest(!r_showdisabledepthtest.integer);
12199 GL_DepthMask(false);
12200 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12202 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12204 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12205 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12207 if (brush->colbrushf && brush->colbrushf->numtriangles)
12209 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12210 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);
12211 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12214 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12216 if (surface->num_collisiontriangles)
12218 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12219 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);
12220 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12225 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12227 if (r_showtris.integer || r_shownormals.integer)
12229 if (r_showdisabledepthtest.integer)
12231 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12232 GL_DepthMask(false);
12236 GL_BlendFunc(GL_ONE, GL_ZERO);
12237 GL_DepthMask(true);
12239 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12241 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12243 rsurface.texture = R_GetCurrentTexture(surface->texture);
12244 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12246 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12247 if (r_showtris.value > 0)
12249 if (!rsurface.texture->currentlayers->depthmask)
12250 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12251 else if (ent == r_refdef.scene.worldentity)
12252 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12254 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12255 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12256 R_Mesh_ColorPointer(NULL, 0, 0);
12257 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12258 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12259 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12260 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);
12261 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12264 if (r_shownormals.value < 0)
12266 qglBegin(GL_LINES);
12267 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12269 VectorCopy(rsurface.vertex3f + l * 3, v);
12270 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12271 qglVertex3f(v[0], v[1], v[2]);
12272 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12273 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12274 qglVertex3f(v[0], v[1], v[2]);
12279 if (r_shownormals.value > 0)
12281 qglBegin(GL_LINES);
12282 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12284 VectorCopy(rsurface.vertex3f + l * 3, v);
12285 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12286 qglVertex3f(v[0], v[1], v[2]);
12287 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12288 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12289 qglVertex3f(v[0], v[1], v[2]);
12293 qglBegin(GL_LINES);
12294 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12296 VectorCopy(rsurface.vertex3f + l * 3, v);
12297 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12298 qglVertex3f(v[0], v[1], v[2]);
12299 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12300 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12301 qglVertex3f(v[0], v[1], v[2]);
12305 qglBegin(GL_LINES);
12306 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12308 VectorCopy(rsurface.vertex3f + l * 3, v);
12309 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12310 qglVertex3f(v[0], v[1], v[2]);
12311 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12312 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12313 qglVertex3f(v[0], v[1], v[2]);
12320 rsurface.texture = NULL;
12324 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12325 int r_maxsurfacelist = 0;
12326 const msurface_t **r_surfacelist = NULL;
12327 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12329 int i, j, endj, flagsmask;
12330 dp_model_t *model = r_refdef.scene.worldmodel;
12331 msurface_t *surfaces;
12332 unsigned char *update;
12333 int numsurfacelist = 0;
12337 if (r_maxsurfacelist < model->num_surfaces)
12339 r_maxsurfacelist = model->num_surfaces;
12341 Mem_Free((msurface_t**)r_surfacelist);
12342 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12345 RSurf_ActiveWorldEntity();
12347 surfaces = model->data_surfaces;
12348 update = model->brushq1.lightmapupdateflags;
12350 // update light styles on this submodel
12351 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12353 model_brush_lightstyleinfo_t *style;
12354 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12356 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12358 int *list = style->surfacelist;
12359 style->value = r_refdef.scene.lightstylevalue[style->style];
12360 for (j = 0;j < style->numsurfaces;j++)
12361 update[list[j]] = true;
12366 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12370 R_DrawDebugModel();
12371 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12375 rsurface.uselightmaptexture = false;
12376 rsurface.texture = NULL;
12377 rsurface.rtlight = NULL;
12378 numsurfacelist = 0;
12379 // add visible surfaces to draw list
12380 for (i = 0;i < model->nummodelsurfaces;i++)
12382 j = model->sortedmodelsurfaces[i];
12383 if (r_refdef.viewcache.world_surfacevisible[j])
12384 r_surfacelist[numsurfacelist++] = surfaces + j;
12386 // update lightmaps if needed
12387 if (model->brushq1.firstrender)
12389 model->brushq1.firstrender = false;
12390 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12392 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12396 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12397 if (r_refdef.viewcache.world_surfacevisible[j])
12399 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12401 // don't do anything if there were no surfaces
12402 if (!numsurfacelist)
12404 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12407 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12408 GL_AlphaTest(false);
12410 // add to stats if desired
12411 if (r_speeds.integer && !skysurfaces && !depthonly)
12413 r_refdef.stats.world_surfaces += numsurfacelist;
12414 for (j = 0;j < numsurfacelist;j++)
12415 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12418 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12421 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12423 int i, j, endj, flagsmask;
12424 dp_model_t *model = ent->model;
12425 msurface_t *surfaces;
12426 unsigned char *update;
12427 int numsurfacelist = 0;
12431 if (r_maxsurfacelist < model->num_surfaces)
12433 r_maxsurfacelist = model->num_surfaces;
12435 Mem_Free((msurface_t **)r_surfacelist);
12436 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12439 // if the model is static it doesn't matter what value we give for
12440 // wantnormals and wanttangents, so this logic uses only rules applicable
12441 // to a model, knowing that they are meaningless otherwise
12442 if (ent == r_refdef.scene.worldentity)
12443 RSurf_ActiveWorldEntity();
12444 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12445 RSurf_ActiveModelEntity(ent, false, false, false);
12447 RSurf_ActiveModelEntity(ent, true, true, true);
12448 else if (depthonly)
12450 switch (vid.renderpath)
12452 case RENDERPATH_GL20:
12453 case RENDERPATH_CGGL:
12454 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12456 case RENDERPATH_GL13:
12457 case RENDERPATH_GL11:
12458 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12464 switch (vid.renderpath)
12466 case RENDERPATH_GL20:
12467 case RENDERPATH_CGGL:
12468 RSurf_ActiveModelEntity(ent, true, true, false);
12470 case RENDERPATH_GL13:
12471 case RENDERPATH_GL11:
12472 RSurf_ActiveModelEntity(ent, true, false, false);
12477 surfaces = model->data_surfaces;
12478 update = model->brushq1.lightmapupdateflags;
12480 // update light styles
12481 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12483 model_brush_lightstyleinfo_t *style;
12484 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12486 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12488 int *list = style->surfacelist;
12489 style->value = r_refdef.scene.lightstylevalue[style->style];
12490 for (j = 0;j < style->numsurfaces;j++)
12491 update[list[j]] = true;
12496 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12500 R_DrawDebugModel();
12501 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12505 rsurface.uselightmaptexture = false;
12506 rsurface.texture = NULL;
12507 rsurface.rtlight = NULL;
12508 numsurfacelist = 0;
12509 // add visible surfaces to draw list
12510 for (i = 0;i < model->nummodelsurfaces;i++)
12511 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12512 // don't do anything if there were no surfaces
12513 if (!numsurfacelist)
12515 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12518 // update lightmaps if needed
12522 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12527 R_BuildLightMap(ent, surfaces + j);
12532 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12534 R_BuildLightMap(ent, surfaces + j);
12535 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12536 GL_AlphaTest(false);
12538 // add to stats if desired
12539 if (r_speeds.integer && !skysurfaces && !depthonly)
12541 r_refdef.stats.entities_surfaces += numsurfacelist;
12542 for (j = 0;j < numsurfacelist;j++)
12543 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12546 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12549 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12551 static texture_t texture;
12552 static msurface_t surface;
12553 const msurface_t *surfacelist = &surface;
12555 // fake enough texture and surface state to render this geometry
12557 texture.update_lastrenderframe = -1; // regenerate this texture
12558 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12559 texture.currentskinframe = skinframe;
12560 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12561 texture.specularscalemod = 1;
12562 texture.specularpowermod = 1;
12564 surface.texture = &texture;
12565 surface.num_triangles = numtriangles;
12566 surface.num_firsttriangle = firsttriangle;
12567 surface.num_vertices = numvertices;
12568 surface.num_firstvertex = firstvertex;
12571 rsurface.texture = R_GetCurrentTexture(surface.texture);
12572 rsurface.uselightmaptexture = false;
12573 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12576 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)
12578 static msurface_t surface;
12579 const msurface_t *surfacelist = &surface;
12581 // fake enough texture and surface state to render this geometry
12583 surface.texture = texture;
12584 surface.num_triangles = numtriangles;
12585 surface.num_firsttriangle = firsttriangle;
12586 surface.num_vertices = numvertices;
12587 surface.num_firstvertex = firstvertex;
12590 rsurface.texture = R_GetCurrentTexture(surface.texture);
12591 rsurface.uselightmaptexture = false;
12592 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);