2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 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)"};
118 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"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
164 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"};
166 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"};
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 " float sobel = 1.0;\n"
698 " // vec2 ts = textureSize(Texture_First, 0);\n"
699 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 " vec2 px = PixelSize;\n"
701 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
703 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
706 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
709 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
712 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
731 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#ifdef USESATURATION\n"
736 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#ifdef USEGAMMARAMPS\n"
743 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
749 "#else // !MODE_POSTPROCESS\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
761 "#ifdef VERTEX_SHADER\n"
764 " gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#ifdef USESPECULAR\n"
769 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
785 " gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#ifdef USESPECULAR\n"
791 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 " gl_FragColor *= tex2;\n"
796 " gl_FragColor += tex2;\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
804 "#else // !MODE_GENERIC\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
814 " gl_FrontColor = gl_Color;\n"
815 " TexCoord = gl_MultiTexCoord0.xy;\n"
816 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
827 " vec2 tc = TexCoord;\n"
828 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 " tc += BloomBlur_Parameters.xy;\n"
830 " for (i = 1;i < SAMPLES;i++)\n"
832 " color += texture2D(Texture_First, tc).rgb;\n"
833 " tc += BloomBlur_Parameters.xy;\n"
835 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
847 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 " ModelViewProjectionPosition = gl_Position;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 " // FIXME temporary hack to detect the case that the reflection\n"
873 " // gets blackened at edges due to leaving the area that contains actual\n"
875 " // Remove this 'ack once we have a better way to stop this thing from\n"
877 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "#else // !MODE_REFRACTION\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
900 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 " ModelViewProjectionPosition = gl_Position;\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
925 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 " // FIXME temporary hack to detect the case that the reflection\n"
931 " // gets blackened at edges due to leaving the area that contains actual\n"
933 " // Remove this 'ack once we have a better way to stop this thing from\n"
935 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "#else // !MODE_WATER\n"
954 "// common definitions between vertex shader and fragment shader:\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
1000 "uniform vec4 FogPlane;\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1010 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1019 "uniform sampler2D Texture_Glow;\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 " fogfrac = fogheightpixel.a;\n"
1074 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 " // 14 sample relief mapping: linear search and then binary search\n"
1092 " // this basically steps forward a small amount repeatedly until it finds\n"
1093 " // itself inside solid, then jitters forward and back using decreasing\n"
1094 " // amounts to find the impact\n"
1095 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 RT = vec3(TexCoord, 1);\n"
1099 " OffsetVector *= 0.1;\n"
1100 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 " // this basically moves forward the full distance, and then backs up based\n"
1118 " // on height of samples\n"
1119 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " TexCoord += OffsetVector;\n"
1123 " OffsetVector *= 0.333;\n"
1124 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " return TexCoord;\n"
1130 "#endif // USEOFFSETMAPPING\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 " vec3 adir = abs(dir);\n"
1188 " float ma = adir.z;\n"
1189 " vec4 proj = vec4(dir, 2.5);\n"
1190 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 " vec3 adir = abs(dir);\n"
1203 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1210 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "# ifdef USESHADOWSAMPLER\n"
1214 "# ifdef USESHADOWMAPPCF\n"
1215 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1218 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1223 "# ifdef USESHADOWMAPPCF\n"
1224 "# if USESHADOWMAPPCF > 1\n"
1225 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1228 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1229 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1230 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1231 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 " vec2 offset = fract(shadowmaptc.xy);\n"
1236 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1238 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1239 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1247 "# ifdef USESHADOWMAPORTHO\n"
1248 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1258 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "# ifdef USESHADOWSAMPLER\n"
1262 "# ifdef USESHADOWMAPPCF\n"
1263 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1264 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1267 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "# ifdef USESHADOWMAPPCF\n"
1271 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "# ifdef GL_ARB_texture_gather\n"
1273 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "# if USESHADOWMAPPCF > 1\n"
1279 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1283 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1284 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1285 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1286 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1287 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1288 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 " locols.yz += group2.ab;\n"
1291 " hicols.yz += group8.rg;\n"
1292 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 " mix(locols, hicols, offset.y);\n"
1295 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 " f = dot(cols, vec4(1.0/25.0));\n"
1299 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1302 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1303 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "# ifdef GL_EXT_gpu_shader4\n"
1309 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1313 "# if USESHADOWMAPPCF > 1\n"
1314 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 " center *= ShadowMap_TextureScale;\n"
1316 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1317 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1318 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1319 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1320 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1326 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1327 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1332 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "# ifdef USESHADOWMAPORTHO\n"
1336 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1346 " // apply depth texture cubemap as light filter\n"
1347 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "# ifdef USESHADOWSAMPLER\n"
1350 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1372 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " gl_FrontColor = gl_Color;\n"
1375 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 " // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "#endif // VERTEX_SHADER\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 " // apply offsetmapping\n"
1398 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1402 "#ifdef USEALPHAKILL\n"
1403 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1435 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "#endif // VERTEX_SHADER\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 " // calculate viewspace pixel position\n"
1454 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 " // decode viewspace pixel normal\n"
1459 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 " // surfacenormal = pixel normal in viewspace\n"
1462 " // LightVector = pixel to light in viewspace\n"
1463 " // CubeVector = position in lightspace\n"
1464 " // eyevector = pixel to view in viewspace\n"
1465 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 " // calculate diffuse shading\n"
1469 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#ifdef USESPECULAR\n"
1473 " // calculate directional shading\n"
1474 " vec3 eyevector = position * -1.0;\n"
1475 "# ifdef USEEXACTSPECULARMATH\n"
1476 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 " fade *= ShadowMapCompare(CubeVector);\n"
1487 "#ifdef USEDIFFUSE\n"
1488 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#ifdef USESPECULAR\n"
1493 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "# ifdef USECUBEFILTER\n"
1499 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 " gl_FragData[0].rgb *= cubecolor;\n"
1501 " gl_FragData[1].rgb *= cubecolor;\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 " gl_FrontColor = gl_Color;\n"
1526 " // copy the surface texcoord\n"
1527 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#ifdef USELIGHTMAP\n"
1532 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 " // transform vertex position into light attenuation/cubemap space\n"
1537 " // (-1 to +1 across the light box)\n"
1538 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "# ifdef USEDIFFUSE\n"
1541 " // transform unnormalized light direction into tangent space\n"
1542 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 " // normalize it per pixel)\n"
1544 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 " // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1566 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 " VectorS = gl_MultiTexCoord1.xyz;\n"
1572 " VectorT = gl_MultiTexCoord2.xyz;\n"
1573 " VectorR = gl_MultiTexCoord3.xyz;\n"
1576 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#ifdef USEREFLECTION\n"
1584 " ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif // VERTEX_SHADER\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1603 "uniform myhalf3 Color_Glow;\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 " // apply offsetmapping\n"
1627 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1631 " // combine the diffuse textures (base, pants, shirt)\n"
1632 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 " if (color.a < 0.5)\n"
1637 " color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 " // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 " // get the material colors\n"
1658 " myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 " // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 " color.rgb = diffusetex * Color_Ambient;\n"
1695 " color.rgb *= LightColor;\n"
1696 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "# ifdef USECUBEFILTER\n"
1701 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#ifdef USEDIFFUSE\n"
1711 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 " // convert modelspace light vector to tangentspace\n"
1721 " myhalf3 lightnormal;\n"
1722 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 " color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1760 "# ifdef USEDIFFUSE\n"
1761 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "# ifdef USESPECULAR\n"
1763 "# ifdef USEEXACTSPECULARMATH\n"
1764 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 " color.rgb = diffusetex * Color_Ambient;\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1797 " color.rgb = FogVertex(color.rgb);\n"
1800 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1801 "#ifdef USEREFLECTION\n"
1802 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 " // FIXME temporary hack to detect the case that the reflection\n"
1807 " // gets blackened at edges due to leaving the area that contains actual\n"
1809 " // Remove this 'ack once we have a better way to stop this thing from\n"
1811 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 " gl_FragColor = vec4(color);\n"
1821 "#endif // FRAGMENT_SHADER\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1835 =========================================================================================================================================================
1839 =========================================================================================================================================================
1843 =========================================================================================================================================================
1847 =========================================================================================================================================================
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1895 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1913 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1925 " gl_FragColor = gl_FrontColor;\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1935 "#ifdef VERTEX_SHADER\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1947 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1962 "uniform sampler2D Texture_Second,\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1982 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#ifdef USEVIEWTINT\n"
1987 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1993 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1998 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#ifdef USESATURATION\n"
2002 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2015 "#else // !MODE_POSTPROCESS\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2035 " gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#ifdef USESPECULAR\n"
2040 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2059 "out float4 gl_FragColor : COLOR\n"
2062 " gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#ifdef USESPECULAR\n"
2068 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 " gl_FragColor *= tex2;\n"
2073 " gl_FragColor += tex2;\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2081 "#else // !MODE_GENERIC\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2097 " TexCoord = gl_MultiTexCoord0.xy;\n"
2098 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2113 " float2 tc = TexCoord;\n"
2114 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 " tc += BloomBlur_Parameters.xy;\n"
2116 " for (i = 1;i < SAMPLES;i++)\n"
2118 " color += tex2D(Texture_First, tc).rgb;\n"
2119 " tc += BloomBlur_Parameters.xy;\n"
2121 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 " ModelViewProjectionPosition = gl_Position;\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2162 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 " // FIXME temporary hack to detect the case that the reflection\n"
2167 " // gets blackened at edges due to leaving the area that contains actual\n"
2169 " // Remove this 'ack once we have a better way to stop this thing from\n"
2171 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "#else // !MODE_REFRACTION\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 " ModelViewProjectionPosition = gl_Position;\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2229 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 " // FIXME temporary hack to detect the case that the reflection\n"
2234 " // gets blackened at edges due to leaving the area that contains actual\n"
2236 " // Remove this 'ack once we have a better way to stop this thing from\n"
2238 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "#else // !MODE_WATER\n"
2257 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 " fogfrac = fogheightpixel.a;\n"
2269 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 " // 14 sample relief mapping: linear search and then binary search\n"
2286 " // this basically steps forward a small amount repeatedly until it finds\n"
2287 " // itself inside solid, then jitters forward and back using decreasing\n"
2288 " // amounts to find the impact\n"
2289 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 RT = float3(TexCoord, 1);\n"
2293 " OffsetVector *= 0.1;\n"
2294 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 " // this basically moves forward the full distance, and then backs up based\n"
2312 " // on height of samples\n"
2313 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " TexCoord += OffsetVector;\n"
2317 " OffsetVector *= 0.333;\n"
2318 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " return TexCoord;\n"
2324 "#endif // USEOFFSETMAPPING\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 " float3 adir = abs(dir);\n"
2335 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 " float3 adir = abs(dir);\n"
2343 " float ma = adir.z;\n"
2344 " float4 proj = float4(dir, 2.5);\n"
2345 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 " float3 adir = abs(dir);\n"
2358 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "# ifdef USESHADOWSAMPLER\n"
2377 "# ifdef USESHADOWMAPPCF\n"
2378 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2386 "# ifdef USESHADOWMAPPCF\n"
2387 "# if USESHADOWMAPPCF > 1\n"
2388 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2391 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2392 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2393 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2394 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 " float2 offset = frac(shadowmaptc.xy);\n"
2399 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2401 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2402 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2410 "# ifdef USESHADOWMAPORTHO\n"
2411 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2432 "# ifdef USESHADOWSAMPLER\n"
2433 "# ifdef USESHADOWMAPPCF\n"
2434 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2435 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "# ifdef USESHADOWMAPPCF\n"
2442 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "# ifdef GL_ARB_texture_gather\n"
2444 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 " center *= ShadowMap_TextureScale;\n"
2450 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2453 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2454 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2459 "# if USESHADOWMAPPCF > 1\n"
2460 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 " center *= ShadowMap_TextureScale;\n"
2462 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2463 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2464 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2465 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2466 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2472 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2473 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2478 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "# ifdef USESHADOWMAPORTHO\n"
2482 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 " // apply depth texture cubemap as light filter\n"
2493 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 " gl_FrontColor = gl_Color;\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "#endif // VERTEX_SHADER\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2586 " float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 " // apply offsetmapping\n"
2589 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2593 "#ifdef USEALPHAKILL\n"
2594 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "#endif // VERTEX_SHADER\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2697 " // calculate viewspace pixel position\n"
2698 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 " float3 position;\n"
2701 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 " // decode viewspace pixel normal\n"
2704 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 " // surfacenormal = pixel normal in viewspace\n"
2707 " // LightVector = pixel to light in viewspace\n"
2708 " // CubeVector = position in lightspace\n"
2709 " // eyevector = pixel to view in viewspace\n"
2710 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 " // calculate diffuse shading\n"
2714 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#ifdef USESPECULAR\n"
2718 " // calculate directional shading\n"
2719 " float3 eyevector = position * -1.0;\n"
2720 "# ifdef USEEXACTSPECULARMATH\n"
2721 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 " fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2746 "#ifdef USEDIFFUSE\n"
2747 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#ifdef USESPECULAR\n"
2752 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "# ifdef USECUBEFILTER\n"
2758 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 " gl_FragData0.rgb *= cubecolor;\n"
2760 " gl_FragData1.rgb *= cubecolor;\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2769 "#ifdef VERTEX_SHADER\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "out float4 gl_Position : POSITION\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 " gl_FrontColor = gl_Color;\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2949 "uniform sampler2D Texture_Glow,\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3013 "uniform half3 Color_Glow,\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "out float4 gl_FragColor : COLOR\n"
3078 " float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 " // apply offsetmapping\n"
3084 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3088 " // combine the diffuse textures (base, pants, shirt)\n"
3089 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 " if (color.a < 0.5)\n"
3094 " color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 " // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 " // get the material colors\n"
3115 " half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 " // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 " half3 lightnormal = half3(normalize(LightVector));\n"
3138 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 " color.rgb = diffusetex * Color_Ambient;\n"
3152 " color.rgb *= LightColor;\n"
3153 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3172 "# ifdef USECUBEFILTER\n"
3173 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#ifdef USEDIFFUSE\n"
3183 " half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 " // convert modelspace light vector to tangentspace\n"
3193 " half3 lightnormal;\n"
3194 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 " color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3232 "# ifdef USEDIFFUSE\n"
3233 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "# ifdef USESPECULAR\n"
3235 "# ifdef USEEXACTSPECULARMATH\n"
3236 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 " color.rgb = diffusetex * Color_Ambient;\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3276 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3280 "#ifdef USEREFLECTION\n"
3281 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 " // FIXME temporary hack to detect the case that the reflection\n"
3286 " // gets blackened at edges due to leaving the area that contains actual\n"
3288 " // Remove this 'ack once we have a better way to stop this thing from\n"
3290 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 " gl_FragColor = float4(color);\n"
3300 "#endif // FRAGMENT_SHADER\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3316 //=======================================================================================================================================================
3318 typedef struct shaderpermutationinfo_s
3320 const char *pretext;
3323 shaderpermutationinfo_t;
3325 typedef struct shadermodeinfo_s
3327 const char *vertexfilename;
3328 const char *geometryfilename;
3329 const char *fragmentfilename;
3330 const char *pretext;
3335 typedef enum shaderpermutation_e
3337 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 shaderpermutation_t;
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {"#define USEDIFFUSE\n", " diffuse"},
3375 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376 {"#define USEVIEWTINT\n", " viewtint"},
3377 {"#define USECOLORMAPPING\n", " colormapping"},
3378 {"#define USESATURATION\n", " saturation"},
3379 {"#define USEFOGINSIDE\n", " foginside"},
3380 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382 {"#define USEGAMMARAMPS\n", " gammaramps"},
3383 {"#define USECUBEFILTER\n", " cubefilter"},
3384 {"#define USEGLOW\n", " glow"},
3385 {"#define USEBLOOM\n", " bloom"},
3386 {"#define USESPECULAR\n", " specular"},
3387 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389 {"#define USEREFLECTION\n", " reflection"},
3390 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401 {"#define USEALPHAKILL\n", " alphakill"},
3402 {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3408 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3471 /// hash lookup data
3472 struct r_glsl_permutation_s *hashnext;
3474 unsigned int permutation;
3476 /// indicates if we have tried compiling this permutation already
3478 /// 0 if compilation failed
3480 /// locations of detected uniforms in program object, or -1 if not found
3481 int loc_Texture_First;
3482 int loc_Texture_Second;
3483 int loc_Texture_GammaRamps;
3484 int loc_Texture_Normal;
3485 int loc_Texture_Color;
3486 int loc_Texture_Gloss;
3487 int loc_Texture_Glow;
3488 int loc_Texture_SecondaryNormal;
3489 int loc_Texture_SecondaryColor;
3490 int loc_Texture_SecondaryGloss;
3491 int loc_Texture_SecondaryGlow;
3492 int loc_Texture_Pants;
3493 int loc_Texture_Shirt;
3494 int loc_Texture_FogHeightTexture;
3495 int loc_Texture_FogMask;
3496 int loc_Texture_Lightmap;
3497 int loc_Texture_Deluxemap;
3498 int loc_Texture_Attenuation;
3499 int loc_Texture_Cube;
3500 int loc_Texture_Refraction;
3501 int loc_Texture_Reflection;
3502 int loc_Texture_ShadowMapRect;
3503 int loc_Texture_ShadowMapCube;
3504 int loc_Texture_ShadowMap2D;
3505 int loc_Texture_CubeProjection;
3506 int loc_Texture_ScreenDepth;
3507 int loc_Texture_ScreenNormalMap;
3508 int loc_Texture_ScreenDiffuse;
3509 int loc_Texture_ScreenSpecular;
3510 int loc_Texture_ReflectMask;
3511 int loc_Texture_ReflectCube;
3513 int loc_BloomBlur_Parameters;
3515 int loc_Color_Ambient;
3516 int loc_Color_Diffuse;
3517 int loc_Color_Specular;
3519 int loc_Color_Pants;
3520 int loc_Color_Shirt;
3521 int loc_DeferredColor_Ambient;
3522 int loc_DeferredColor_Diffuse;
3523 int loc_DeferredColor_Specular;
3524 int loc_DeferredMod_Diffuse;
3525 int loc_DeferredMod_Specular;
3526 int loc_DistortScaleRefractReflect;
3527 int loc_EyePosition;
3529 int loc_FogHeightFade;
3531 int loc_FogPlaneViewDist;
3532 int loc_FogRangeRecip;
3535 int loc_LightPosition;
3536 int loc_OffsetMapping_Scale;
3538 int loc_ReflectColor;
3539 int loc_ReflectFactor;
3540 int loc_ReflectOffset;
3541 int loc_RefractColor;
3543 int loc_ScreenCenterRefractReflect;
3544 int loc_ScreenScaleRefractReflect;
3545 int loc_ScreenToDepth;
3546 int loc_ShadowMap_Parameters;
3547 int loc_ShadowMap_TextureScale;
3548 int loc_SpecularPower;
3553 int loc_ViewTintColor;
3554 int loc_ViewToLight;
3555 int loc_ModelToLight;
3557 int loc_BackgroundTexMatrix;
3558 int loc_ModelViewProjectionMatrix;
3559 int loc_ModelViewMatrix;
3560 int loc_PixelToScreenTexCoord;
3561 int loc_ModelToReflectCube;
3562 int loc_ShadowMapMatrix;
3564 r_glsl_permutation_t;
3566 #define SHADERPERMUTATION_HASHSIZE 256
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 //unsigned int hashdepth = 0;
3578 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579 r_glsl_permutation_t *p;
3580 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582 if (p->mode == mode && p->permutation == permutation)
3584 //if (hashdepth > 10)
3585 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3590 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592 p->permutation = permutation;
3593 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594 r_glsl_permutationhash[mode][hashindex] = p;
3595 //if (hashdepth > 10)
3596 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 if (!filename || !filename[0])
3605 if (!strcmp(filename, "glsl/default.glsl"))
3607 if (!glslshaderstring)
3609 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610 if (glslshaderstring)
3611 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613 glslshaderstring = (char *)builtinshaderstring;
3615 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617 return shaderstring;
3619 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622 if (printfromdisknotice)
3623 Con_DPrintf("from disk %s... ", filename);
3624 return shaderstring;
3626 return shaderstring;
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633 int vertstrings_count = 0;
3634 int geomstrings_count = 0;
3635 int fragstrings_count = 0;
3636 char *vertexstring, *geometrystring, *fragmentstring;
3637 const char *vertstrings_list[32+3];
3638 const char *geomstrings_list[32+3];
3639 const char *fragstrings_list[32+3];
3640 char permutationname[256];
3647 permutationname[0] = 0;
3648 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654 // the first pretext is which type of shader to compile as
3655 // (later these will all be bound together as a program object)
3656 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660 // the second pretext is the mode (for example a light source)
3661 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666 // now add all the permutation pretexts
3667 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669 if (permutation & (1<<i))
3671 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3678 // keep line numbers correct
3679 vertstrings_list[vertstrings_count++] = "\n";
3680 geomstrings_list[geomstrings_count++] = "\n";
3681 fragstrings_list[fragstrings_count++] = "\n";
3685 // now append the shader text itself
3686 vertstrings_list[vertstrings_count++] = vertexstring;
3687 geomstrings_list[geomstrings_count++] = geometrystring;
3688 fragstrings_list[fragstrings_count++] = fragmentstring;
3690 // if any sources were NULL, clear the respective list
3692 vertstrings_count = 0;
3693 if (!geometrystring)
3694 geomstrings_count = 0;
3695 if (!fragmentstring)
3696 fragstrings_count = 0;
3698 // compile the shader program
3699 if (vertstrings_count + geomstrings_count + fragstrings_count)
3700 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3704 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705 // look up all the uniform variable names we care about, so we don't
3706 // have to look them up every time we set them
3708 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3709 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3710 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3713 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3740 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3742 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3745 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3746 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3747 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3755 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3756 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3758 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3761 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3762 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3763 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3765 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3766 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3769 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3770 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3776 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3777 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3778 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3779 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3780 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3782 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3783 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3784 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3790 // initialize the samplers to refer to the texture units we use
3791 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3792 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3793 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3794 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3795 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3796 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3797 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3798 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3802 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3803 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3804 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3806 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3807 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3808 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3809 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3810 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3811 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3812 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3814 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3817 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3819 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3821 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3823 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3830 Mem_Free(vertexstring);
3832 Mem_Free(geometrystring);
3834 Mem_Free(fragmentstring);
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840 if (r_glsl_permutation != perm)
3842 r_glsl_permutation = perm;
3843 if (!r_glsl_permutation->program)
3845 if (!r_glsl_permutation->compiled)
3846 R_GLSL_CompilePermutation(perm, mode, permutation);
3847 if (!r_glsl_permutation->program)
3849 // remove features until we find a valid permutation
3851 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853 // reduce i more quickly whenever it would not remove any bits
3854 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855 if (!(permutation & j))
3858 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859 if (!r_glsl_permutation->compiled)
3860 R_GLSL_CompilePermutation(perm, mode, permutation);
3861 if (r_glsl_permutation->program)
3864 if (i >= SHADERPERMUTATION_COUNT)
3866 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868 qglUseProgramObjectARB(0);CHECKGLERROR
3869 return; // no bit left to clear, entire mode is broken
3874 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3886 /// hash lookup data
3887 struct r_cg_permutation_s *hashnext;
3889 unsigned int permutation;
3891 /// indicates if we have tried compiling this permutation already
3893 /// 0 if compilation failed
3896 /// locations of detected parameters in programs, or NULL if not found
3897 CGparameter vp_EyePosition;
3898 CGparameter vp_FogPlane;
3899 CGparameter vp_LightDir;
3900 CGparameter vp_LightPosition;
3901 CGparameter vp_ModelToLight;
3902 CGparameter vp_TexMatrix;
3903 CGparameter vp_BackgroundTexMatrix;
3904 CGparameter vp_ModelViewProjectionMatrix;
3905 CGparameter vp_ModelViewMatrix;
3906 CGparameter vp_ShadowMapMatrix;
3908 CGparameter fp_Texture_First;
3909 CGparameter fp_Texture_Second;
3910 CGparameter fp_Texture_GammaRamps;
3911 CGparameter fp_Texture_Normal;
3912 CGparameter fp_Texture_Color;
3913 CGparameter fp_Texture_Gloss;
3914 CGparameter fp_Texture_Glow;
3915 CGparameter fp_Texture_SecondaryNormal;
3916 CGparameter fp_Texture_SecondaryColor;
3917 CGparameter fp_Texture_SecondaryGloss;
3918 CGparameter fp_Texture_SecondaryGlow;
3919 CGparameter fp_Texture_Pants;
3920 CGparameter fp_Texture_Shirt;
3921 CGparameter fp_Texture_FogHeightTexture;
3922 CGparameter fp_Texture_FogMask;
3923 CGparameter fp_Texture_Lightmap;
3924 CGparameter fp_Texture_Deluxemap;
3925 CGparameter fp_Texture_Attenuation;
3926 CGparameter fp_Texture_Cube;
3927 CGparameter fp_Texture_Refraction;
3928 CGparameter fp_Texture_Reflection;
3929 CGparameter fp_Texture_ShadowMapRect;
3930 CGparameter fp_Texture_ShadowMapCube;
3931 CGparameter fp_Texture_ShadowMap2D;
3932 CGparameter fp_Texture_CubeProjection;
3933 CGparameter fp_Texture_ScreenDepth;
3934 CGparameter fp_Texture_ScreenNormalMap;
3935 CGparameter fp_Texture_ScreenDiffuse;
3936 CGparameter fp_Texture_ScreenSpecular;
3937 CGparameter fp_Texture_ReflectMask;
3938 CGparameter fp_Texture_ReflectCube;
3939 CGparameter fp_Alpha;
3940 CGparameter fp_BloomBlur_Parameters;
3941 CGparameter fp_ClientTime;
3942 CGparameter fp_Color_Ambient;
3943 CGparameter fp_Color_Diffuse;
3944 CGparameter fp_Color_Specular;
3945 CGparameter fp_Color_Glow;
3946 CGparameter fp_Color_Pants;
3947 CGparameter fp_Color_Shirt;
3948 CGparameter fp_DeferredColor_Ambient;
3949 CGparameter fp_DeferredColor_Diffuse;
3950 CGparameter fp_DeferredColor_Specular;
3951 CGparameter fp_DeferredMod_Diffuse;
3952 CGparameter fp_DeferredMod_Specular;
3953 CGparameter fp_DistortScaleRefractReflect;
3954 CGparameter fp_EyePosition;
3955 CGparameter fp_FogColor;
3956 CGparameter fp_FogHeightFade;
3957 CGparameter fp_FogPlane;
3958 CGparameter fp_FogPlaneViewDist;
3959 CGparameter fp_FogRangeRecip;
3960 CGparameter fp_LightColor;
3961 CGparameter fp_LightDir;
3962 CGparameter fp_LightPosition;
3963 CGparameter fp_OffsetMapping_Scale;
3964 CGparameter fp_PixelSize;
3965 CGparameter fp_ReflectColor;
3966 CGparameter fp_ReflectFactor;
3967 CGparameter fp_ReflectOffset;
3968 CGparameter fp_RefractColor;
3969 CGparameter fp_Saturation;
3970 CGparameter fp_ScreenCenterRefractReflect;
3971 CGparameter fp_ScreenScaleRefractReflect;
3972 CGparameter fp_ScreenToDepth;
3973 CGparameter fp_ShadowMap_Parameters;
3974 CGparameter fp_ShadowMap_TextureScale;
3975 CGparameter fp_SpecularPower;
3976 CGparameter fp_UserVec1;
3977 CGparameter fp_UserVec2;
3978 CGparameter fp_UserVec3;
3979 CGparameter fp_UserVec4;
3980 CGparameter fp_ViewTintColor;
3981 CGparameter fp_ViewToLight;
3982 CGparameter fp_PixelToScreenTexCoord;
3983 CGparameter fp_ModelToReflectCube;
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3994 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 //unsigned int hashdepth = 0;
3999 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000 r_cg_permutation_t *p;
4001 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003 if (p->mode == mode && p->permutation == permutation)
4005 //if (hashdepth > 10)
4006 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4011 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013 p->permutation = permutation;
4014 p->hashnext = r_cg_permutationhash[mode][hashindex];
4015 r_cg_permutationhash[mode][hashindex] = p;
4016 //if (hashdepth > 10)
4017 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 if (!filename || !filename[0])
4026 if (!strcmp(filename, "cg/default.cg"))
4028 if (!cgshaderstring)
4030 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034 cgshaderstring = (char *)builtincgshaderstring;
4036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038 return shaderstring;
4040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043 if (printfromdisknotice)
4044 Con_DPrintf("from disk %s... ", filename);
4045 return shaderstring;
4047 return shaderstring;
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 // TODO: load or create .fp and .vp shader files
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059 int vertstrings_count = 0, vertstring_length = 0;
4060 int geomstrings_count = 0, geomstring_length = 0;
4061 int fragstrings_count = 0, fragstring_length = 0;
4063 char *vertexstring, *geometrystring, *fragmentstring;
4064 char *vertstring, *geomstring, *fragstring;
4065 const char *vertstrings_list[32+3];
4066 const char *geomstrings_list[32+3];
4067 const char *fragstrings_list[32+3];
4068 char permutationname[256];
4069 char cachename[256];
4070 CGprofile vertexProfile;
4071 CGprofile fragmentProfile;
4079 permutationname[0] = 0;
4081 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4082 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086 strlcat(cachename, "cg/", sizeof(cachename));
4088 // the first pretext is which type of shader to compile as
4089 // (later these will all be bound together as a program object)
4090 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094 // the second pretext is the mode (for example a light source)
4095 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099 strlcat(cachename, modeinfo->name, sizeof(cachename));
4101 // now add all the permutation pretexts
4102 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104 if (permutation & (1<<i))
4106 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4114 // keep line numbers correct
4115 vertstrings_list[vertstrings_count++] = "\n";
4116 geomstrings_list[geomstrings_count++] = "\n";
4117 fragstrings_list[fragstrings_count++] = "\n";
4121 // replace spaces in the cachename with _ characters
4122 for (i = 0;cachename[i];i++)
4123 if (cachename[i] == ' ')
4126 // now append the shader text itself
4127 vertstrings_list[vertstrings_count++] = vertexstring;
4128 geomstrings_list[geomstrings_count++] = geometrystring;
4129 fragstrings_list[fragstrings_count++] = fragmentstring;
4131 // if any sources were NULL, clear the respective list
4133 vertstrings_count = 0;
4134 if (!geometrystring)
4135 geomstrings_count = 0;
4136 if (!fragmentstring)
4137 fragstrings_count = 0;
4139 vertstring_length = 0;
4140 for (i = 0;i < vertstrings_count;i++)
4141 vertstring_length += strlen(vertstrings_list[i]);
4142 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146 geomstring_length = 0;
4147 for (i = 0;i < geomstrings_count;i++)
4148 geomstring_length += strlen(geomstrings_list[i]);
4149 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153 fragstring_length = 0;
4154 for (i = 0;i < fragstrings_count;i++)
4155 fragstring_length += strlen(fragstrings_list[i]);
4156 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4162 //vertexProfile = CG_PROFILE_ARBVP1;
4163 //fragmentProfile = CG_PROFILE_ARBFP1;
4164 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171 // try to load the cached shader, or generate one
4172 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174 // if caching failed, do a dynamic compile for now
4176 if (vertstring[0] && !p->vprogram)
4177 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179 if (fragstring[0] && !p->fprogram)
4180 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183 // look up all the uniform variable names we care about, so we don't
4184 // have to look them up every time we set them
4188 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4191 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4192 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4193 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4194 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4208 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4239 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4241 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4254 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4255 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4257 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4260 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4261 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4262 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4264 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4268 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4269 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4276 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4277 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4278 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4279 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4286 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4293 Mem_Free(vertstring);
4295 Mem_Free(geomstring);
4297 Mem_Free(fragstring);
4299 Mem_Free(vertexstring);
4301 Mem_Free(geometrystring);
4303 Mem_Free(fragmentstring);
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311 if (r_cg_permutation != perm)
4313 r_cg_permutation = perm;
4314 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316 if (!r_cg_permutation->compiled)
4317 R_CG_CompilePermutation(perm, mode, permutation);
4318 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320 // remove features until we find a valid permutation
4322 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324 // reduce i more quickly whenever it would not remove any bits
4325 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326 if (!(permutation & j))
4329 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330 if (!r_cg_permutation->compiled)
4331 R_CG_CompilePermutation(perm, mode, permutation);
4332 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335 if (i >= SHADERPERMUTATION_COUNT)
4337 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339 return; // no bit left to clear, entire mode is broken
4345 if (r_cg_permutation->vprogram)
4347 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4353 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 if (r_cg_permutation->fprogram)
4358 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4364 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 cgGLSetTextureParameter(param, R_GetTexture(tex));
4377 cgGLEnableTextureParameter(param);
4381 void R_GLSL_Restart_f(void)
4383 unsigned int i, limit;
4384 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385 Mem_Free(glslshaderstring);
4386 glslshaderstring = NULL;
4387 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388 Mem_Free(cgshaderstring);
4389 cgshaderstring = NULL;
4390 switch(vid.renderpath)
4392 case RENDERPATH_GL20:
4394 r_glsl_permutation_t *p;
4395 r_glsl_permutation = NULL;
4396 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397 for (i = 0;i < limit;i++)
4399 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401 GL_Backend_FreeProgram(p->program);
4402 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408 case RENDERPATH_CGGL:
4411 r_cg_permutation_t *p;
4412 r_cg_permutation = NULL;
4413 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418 for (i = 0;i < limit;i++)
4420 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423 cgDestroyProgram(p->vprogram);
4425 cgDestroyProgram(p->fprogram);
4426 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4433 case RENDERPATH_GL13:
4434 case RENDERPATH_GL11:
4439 void R_GLSL_DumpShader_f(void)
4444 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447 FS_Print(file, "/* The engine may define the following macros:\n");
4448 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449 for (i = 0;i < SHADERMODE_COUNT;i++)
4450 FS_Print(file, glslshadermodeinfo[i].pretext);
4451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452 FS_Print(file, shaderpermutationinfo[i].pretext);
4453 FS_Print(file, "*/\n");
4454 FS_Print(file, builtinshaderstring);
4456 Con_Printf("glsl/default.glsl written\n");
4459 Con_Printf("failed to write to glsl/default.glsl\n");
4462 file = FS_OpenRealFile("cg/default.cg", "w", false);
4465 FS_Print(file, "/* The engine may define the following macros:\n");
4466 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467 for (i = 0;i < SHADERMODE_COUNT;i++)
4468 FS_Print(file, cgshadermodeinfo[i].pretext);
4469 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470 FS_Print(file, shaderpermutationinfo[i].pretext);
4471 FS_Print(file, "*/\n");
4472 FS_Print(file, builtincgshaderstring);
4474 Con_Printf("cg/default.cg written\n");
4477 Con_Printf("failed to write to cg/default.cg\n");
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 texturemode = GL_MODULATE;
4485 switch (vid.renderpath)
4487 case RENDERPATH_GL20:
4488 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4489 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492 case RENDERPATH_CGGL:
4495 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4496 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 case RENDERPATH_GL13:
4501 R_Mesh_TexBind(0, first );
4502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503 R_Mesh_TexBind(1, second);
4505 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507 case RENDERPATH_GL11:
4508 R_Mesh_TexBind(0, first );
4513 void R_SetupShader_DepthOrShadow(void)
4515 switch (vid.renderpath)
4517 case RENDERPATH_GL20:
4518 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520 case RENDERPATH_CGGL:
4522 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 case RENDERPATH_GL13:
4526 R_Mesh_TexBind(0, 0);
4527 R_Mesh_TexBind(1, 0);
4529 case RENDERPATH_GL11:
4530 R_Mesh_TexBind(0, 0);
4535 void R_SetupShader_ShowDepth(void)
4537 switch (vid.renderpath)
4539 case RENDERPATH_GL20:
4540 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542 case RENDERPATH_CGGL:
4544 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 case RENDERPATH_GL13:
4549 case RENDERPATH_GL11:
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4582 // select a permutation of the lighting shader appropriate to this
4583 // combination of texture, entity, light source, and fogging, only use the
4584 // minimum features necessary to avoid wasting rendering time in the
4585 // fragment shader on features that are not being used
4586 unsigned int permutation = 0;
4587 unsigned int mode = 0;
4589 if (rsurfacepass == RSURFPASS_BACKGROUND)
4591 // distorted background
4592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4593 mode = SHADERMODE_WATER;
4594 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4595 mode = SHADERMODE_REFRACTION;
4598 mode = SHADERMODE_GENERIC;
4599 permutation |= SHADERPERMUTATION_DIFFUSE;
4601 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4602 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4603 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4604 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4606 R_Mesh_ColorPointer(NULL, 0, 0);
4607 GL_AlphaTest(false);
4608 GL_BlendFunc(GL_ONE, GL_ZERO);
4610 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4612 if (r_glsl_offsetmapping.integer)
4614 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4615 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4620 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4621 if (r_glsl_offsetmapping_reliefmapping.integer)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4625 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4626 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4628 permutation |= SHADERPERMUTATION_ALPHAKILL;
4629 // normalmap (deferred prepass), may use alpha test on diffuse
4630 mode = SHADERMODE_DEFERREDGEOMETRY;
4631 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4632 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4633 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4634 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4635 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4636 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4638 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4639 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4641 R_Mesh_ColorPointer(NULL, 0, 0);
4642 GL_AlphaTest(false);
4643 GL_BlendFunc(GL_ONE, GL_ZERO);
4645 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4647 if (r_glsl_offsetmapping.integer)
4649 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4650 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4651 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4652 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4653 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4655 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4656 if (r_glsl_offsetmapping_reliefmapping.integer)
4657 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4661 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4663 mode = SHADERMODE_LIGHTSOURCE;
4664 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4665 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4666 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4667 permutation |= SHADERPERMUTATION_CUBEFILTER;
4668 if (diffusescale > 0)
4669 permutation |= SHADERPERMUTATION_DIFFUSE;
4670 if (specularscale > 0)
4672 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4673 if (r_shadow_glossexact.integer)
4674 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4676 if (r_refdef.fogenabled)
4677 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4678 if (rsurface.texture->colormapping)
4679 permutation |= SHADERPERMUTATION_COLORMAPPING;
4680 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4682 if (r_shadow_usingshadowmaprect)
4683 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4684 if (r_shadow_usingshadowmap2d)
4685 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4686 if (r_shadow_usingshadowmapcube)
4687 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4688 else if(r_shadow_shadowmapvsdct)
4689 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4691 if (r_shadow_shadowmapsampler)
4692 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4693 if (r_shadow_shadowmappcf > 1)
4694 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4695 else if (r_shadow_shadowmappcf)
4696 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4698 if (rsurface.texture->reflectmasktexture)
4699 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4700 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4701 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4703 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4704 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4709 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4710 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4711 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4713 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4714 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4715 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4717 R_Mesh_ColorPointer(NULL, 0, 0);
4718 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4719 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4721 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4723 if (r_glsl_offsetmapping.integer)
4725 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4726 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4727 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4728 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4729 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4731 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4732 if (r_glsl_offsetmapping_reliefmapping.integer)
4733 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4736 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4737 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4738 // unshaded geometry (fullbright or ambient model lighting)
4739 mode = SHADERMODE_FLATCOLOR;
4740 ambientscale = diffusescale = specularscale = 0;
4741 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4742 permutation |= SHADERPERMUTATION_GLOW;
4743 if (r_refdef.fogenabled)
4744 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4745 if (rsurface.texture->colormapping)
4746 permutation |= SHADERPERMUTATION_COLORMAPPING;
4747 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4749 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4750 if (r_shadow_usingshadowmaprect)
4751 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4752 if (r_shadow_usingshadowmap2d)
4753 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4755 if (r_shadow_shadowmapsampler)
4756 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4757 if (r_shadow_shadowmappcf > 1)
4758 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4759 else if (r_shadow_shadowmappcf)
4760 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4763 permutation |= SHADERPERMUTATION_REFLECTION;
4764 if (rsurface.texture->reflectmasktexture)
4765 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4766 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4767 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4769 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4770 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4775 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4776 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4777 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4779 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4780 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4781 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4783 R_Mesh_ColorPointer(NULL, 0, 0);
4784 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4785 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4787 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4789 if (r_glsl_offsetmapping.integer)
4791 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4792 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4793 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4794 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4795 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4797 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4798 if (r_glsl_offsetmapping_reliefmapping.integer)
4799 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4802 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4803 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4804 // directional model lighting
4805 mode = SHADERMODE_LIGHTDIRECTION;
4806 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4807 permutation |= SHADERPERMUTATION_GLOW;
4808 permutation |= SHADERPERMUTATION_DIFFUSE;
4809 if (specularscale > 0)
4811 permutation |= SHADERPERMUTATION_SPECULAR;
4812 if (r_shadow_glossexact.integer)
4813 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4815 if (r_refdef.fogenabled)
4816 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4817 if (rsurface.texture->colormapping)
4818 permutation |= SHADERPERMUTATION_COLORMAPPING;
4819 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4821 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4822 if (r_shadow_usingshadowmaprect)
4823 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4824 if (r_shadow_usingshadowmap2d)
4825 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4827 if (r_shadow_shadowmapsampler)
4828 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4829 if (r_shadow_shadowmappcf > 1)
4830 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4831 else if (r_shadow_shadowmappcf)
4832 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4834 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4835 permutation |= SHADERPERMUTATION_REFLECTION;
4836 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4837 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4838 if (rsurface.texture->reflectmasktexture)
4839 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4840 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4841 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4843 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4844 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4845 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4849 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4850 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4851 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4853 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4854 R_Mesh_ColorPointer(NULL, 0, 0);
4855 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4856 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4858 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4860 if (r_glsl_offsetmapping.integer)
4862 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4863 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4864 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4865 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4866 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4868 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4869 if (r_glsl_offsetmapping_reliefmapping.integer)
4870 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4874 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4875 // ambient model lighting
4876 mode = SHADERMODE_LIGHTDIRECTION;
4877 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4878 permutation |= SHADERPERMUTATION_GLOW;
4879 if (r_refdef.fogenabled)
4880 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4881 if (rsurface.texture->colormapping)
4882 permutation |= SHADERPERMUTATION_COLORMAPPING;
4883 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4885 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4886 if (r_shadow_usingshadowmaprect)
4887 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4888 if (r_shadow_usingshadowmap2d)
4889 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4891 if (r_shadow_shadowmapsampler)
4892 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4893 if (r_shadow_shadowmappcf > 1)
4894 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4895 else if (r_shadow_shadowmappcf)
4896 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4898 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4899 permutation |= SHADERPERMUTATION_REFLECTION;
4900 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4901 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4902 if (rsurface.texture->reflectmasktexture)
4903 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4904 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4905 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4907 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4908 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4909 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4913 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4914 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4915 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4918 R_Mesh_ColorPointer(NULL, 0, 0);
4919 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4920 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4924 if (r_glsl_offsetmapping.integer)
4926 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4927 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4928 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4929 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4930 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4932 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4933 if (r_glsl_offsetmapping_reliefmapping.integer)
4934 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4937 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4938 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4940 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4941 permutation |= SHADERPERMUTATION_GLOW;
4942 if (r_refdef.fogenabled)
4943 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4944 if (rsurface.texture->colormapping)
4945 permutation |= SHADERPERMUTATION_COLORMAPPING;
4946 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4948 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4949 if (r_shadow_usingshadowmaprect)
4950 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4951 if (r_shadow_usingshadowmap2d)
4952 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4954 if (r_shadow_shadowmapsampler)
4955 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4956 if (r_shadow_shadowmappcf > 1)
4957 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4958 else if (r_shadow_shadowmappcf)
4959 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4961 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4962 permutation |= SHADERPERMUTATION_REFLECTION;
4963 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4964 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4965 if (rsurface.texture->reflectmasktexture)
4966 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4967 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4969 // deluxemapping (light direction texture)
4970 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4971 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4973 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4974 permutation |= SHADERPERMUTATION_DIFFUSE;
4975 if (specularscale > 0)
4977 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4978 if (r_shadow_glossexact.integer)
4979 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4981 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4982 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4983 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4985 R_Mesh_ColorPointer(NULL, 0, 0);
4987 else if (r_glsl_deluxemapping.integer >= 2)
4989 // fake deluxemapping (uniform light direction in tangentspace)
4990 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4991 permutation |= SHADERPERMUTATION_DIFFUSE;
4992 if (specularscale > 0)
4994 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4995 if (r_shadow_glossexact.integer)
4996 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4998 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4999 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5000 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5002 R_Mesh_ColorPointer(NULL, 0, 0);
5004 else if (rsurface.uselightmaptexture)
5006 // ordinary lightmapping (q1bsp, q3bsp)
5007 mode = SHADERMODE_LIGHTMAP;
5008 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5009 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5010 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5012 R_Mesh_ColorPointer(NULL, 0, 0);
5016 // ordinary vertex coloring (q3bsp)
5017 mode = SHADERMODE_VERTEXCOLOR;
5018 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5019 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5021 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5022 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5024 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5025 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5030 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5031 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5032 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5034 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5035 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5037 switch(vid.renderpath)
5039 case RENDERPATH_GL20:
5040 R_SetupShader_SetPermutationGLSL(mode, permutation);
5041 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5042 if (mode == SHADERMODE_LIGHTSOURCE)
5044 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5045 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5046 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5047 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);
5048 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);
5049 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);
5051 // additive passes are only darkened by fog, not tinted
5052 if (r_glsl_permutation->loc_FogColor >= 0)
5053 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5054 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5058 if (mode == SHADERMODE_FLATCOLOR)
5060 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5062 else if (mode == SHADERMODE_LIGHTDIRECTION)
5064 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]);
5065 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]);
5066 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);
5067 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);
5068 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);
5069 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]);
5070 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]);
5074 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]);
5075 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]);
5076 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);
5077 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);
5078 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);
5080 // additive passes are only darkened by fog, not tinted
5081 if (r_glsl_permutation->loc_FogColor >= 0)
5083 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5084 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5086 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5088 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);
5089 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]);
5090 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]);
5091 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5092 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5093 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5094 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5095 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5097 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5098 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5099 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5100 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]);
5101 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]);
5103 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5104 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5105 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5106 if (r_glsl_permutation->loc_Color_Pants >= 0)
5108 if (rsurface.texture->pantstexture)
5109 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5111 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5113 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5115 if (rsurface.texture->shirttexture)
5116 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5118 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5120 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]);
5121 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5122 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5123 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5124 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5125 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]);
5126 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5128 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5129 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5130 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5131 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5132 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5133 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5134 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5135 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5136 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5139 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5140 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5141 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5142 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5143 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5144 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5145 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5146 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5147 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5148 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5149 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5150 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5151 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5152 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5154 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5156 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5157 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5158 if (rsurface.rtlight)
5160 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5161 if (r_shadow_usingshadowmapcube)
5162 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5163 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5168 case RENDERPATH_CGGL:
5170 R_SetupShader_SetPermutationCG(mode, permutation);
5171 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5172 if (mode == SHADERMODE_LIGHTSOURCE)
5174 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5175 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5179 if (mode == SHADERMODE_LIGHTDIRECTION)
5181 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
5184 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5185 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5186 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5187 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5188 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
5191 if (mode == SHADERMODE_LIGHTSOURCE)
5193 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5194 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5195 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
5196 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
5197 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
5199 // additive passes are only darkened by fog, not tinted
5200 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5201 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5205 if (mode == SHADERMODE_FLATCOLOR)
5207 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5209 else if (mode == SHADERMODE_LIGHTDIRECTION)
5211 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
5212 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
5213 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
5214 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
5215 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
5216 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
5217 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
5221 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
5222 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
5223 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
5224 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
5225 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
5227 // additive passes are only darkened by fog, not tinted
5228 if (r_cg_permutation->fp_FogColor)
5230 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5231 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5233 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5236 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
5237 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
5238 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
5239 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5240 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5241 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5243 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5245 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
5246 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
5247 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5248 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5249 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5250 if (r_cg_permutation->fp_Color_Pants)
5252 if (rsurface.texture->pantstexture)
5253 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5255 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5258 if (r_cg_permutation->fp_Color_Shirt)
5260 if (rsurface.texture->shirttexture)
5261 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5263 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5266 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
5267 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5268 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5269 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5270 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5271 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
5272 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5274 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5275 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5277 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5278 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5288 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
5289 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5291 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5300 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5302 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5303 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5304 if (rsurface.rtlight)
5306 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5307 if (r_shadow_usingshadowmapcube)
5308 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5309 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5316 case RENDERPATH_GL13:
5317 case RENDERPATH_GL11:
5322 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5324 // select a permutation of the lighting shader appropriate to this
5325 // combination of texture, entity, light source, and fogging, only use the
5326 // minimum features necessary to avoid wasting rendering time in the
5327 // fragment shader on features that are not being used
5328 unsigned int permutation = 0;
5329 unsigned int mode = 0;
5330 const float *lightcolorbase = rtlight->currentcolor;
5331 float ambientscale = rtlight->ambientscale;
5332 float diffusescale = rtlight->diffusescale;
5333 float specularscale = rtlight->specularscale;
5334 // this is the location of the light in view space
5335 vec3_t viewlightorigin;
5336 // this transforms from view space (camera) to light space (cubemap)
5337 matrix4x4_t viewtolight;
5338 matrix4x4_t lighttoview;
5339 float viewtolight16f[16];
5340 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5342 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5343 if (rtlight->currentcubemap != r_texture_whitecube)
5344 permutation |= SHADERPERMUTATION_CUBEFILTER;
5345 if (diffusescale > 0)
5346 permutation |= SHADERPERMUTATION_DIFFUSE;
5347 if (specularscale > 0)
5349 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5350 if (r_shadow_glossexact.integer)
5351 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5353 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5355 if (r_shadow_usingshadowmaprect)
5356 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5357 if (r_shadow_usingshadowmap2d)
5358 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5359 if (r_shadow_usingshadowmapcube)
5360 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5361 else if(r_shadow_shadowmapvsdct)
5362 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5364 if (r_shadow_shadowmapsampler)
5365 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5366 if (r_shadow_shadowmappcf > 1)
5367 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5368 else if (r_shadow_shadowmappcf)
5369 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5371 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5372 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5373 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5374 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5375 switch(vid.renderpath)
5377 case RENDERPATH_GL20:
5378 R_SetupShader_SetPermutationGLSL(mode, permutation);
5379 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5380 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5381 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);
5382 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);
5383 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);
5384 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]);
5385 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]);
5386 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));
5387 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]);
5388 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5390 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5391 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5392 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5393 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5394 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5395 if (r_shadow_usingshadowmapcube)
5396 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5397 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5398 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5400 case RENDERPATH_CGGL:
5402 R_SetupShader_SetPermutationCG(mode, permutation);
5403 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5404 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5405 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
5406 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
5407 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
5408 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
5409 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
5410 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
5411 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
5412 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5414 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5415 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5419 if (r_shadow_usingshadowmapcube)
5420 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5421 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5422 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5425 case RENDERPATH_GL13:
5426 case RENDERPATH_GL11:
5431 #define SKINFRAME_HASH 1024
5435 int loadsequence; // incremented each level change
5436 memexpandablearray_t array;
5437 skinframe_t *hash[SKINFRAME_HASH];
5440 r_skinframe_t r_skinframe;
5442 void R_SkinFrame_PrepareForPurge(void)
5444 r_skinframe.loadsequence++;
5445 // wrap it without hitting zero
5446 if (r_skinframe.loadsequence >= 200)
5447 r_skinframe.loadsequence = 1;
5450 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5454 // mark the skinframe as used for the purging code
5455 skinframe->loadsequence = r_skinframe.loadsequence;
5458 void R_SkinFrame_Purge(void)
5462 for (i = 0;i < SKINFRAME_HASH;i++)
5464 for (s = r_skinframe.hash[i];s;s = s->next)
5466 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5468 if (s->merged == s->base)
5470 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5471 R_PurgeTexture(s->stain );s->stain = NULL;
5472 R_PurgeTexture(s->merged);s->merged = NULL;
5473 R_PurgeTexture(s->base );s->base = NULL;
5474 R_PurgeTexture(s->pants );s->pants = NULL;
5475 R_PurgeTexture(s->shirt );s->shirt = NULL;
5476 R_PurgeTexture(s->nmap );s->nmap = NULL;
5477 R_PurgeTexture(s->gloss );s->gloss = NULL;
5478 R_PurgeTexture(s->glow );s->glow = NULL;
5479 R_PurgeTexture(s->fog );s->fog = NULL;
5480 R_PurgeTexture(s->reflect);s->reflect = NULL;
5481 s->loadsequence = 0;
5487 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5489 char basename[MAX_QPATH];
5491 Image_StripImageExtension(name, basename, sizeof(basename));
5493 if( last == NULL ) {
5495 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5496 item = r_skinframe.hash[hashindex];
5501 // linearly search through the hash bucket
5502 for( ; item ; item = item->next ) {
5503 if( !strcmp( item->basename, basename ) ) {
5510 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5514 char basename[MAX_QPATH];
5516 Image_StripImageExtension(name, basename, sizeof(basename));
5518 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5519 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5520 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5524 rtexture_t *dyntexture;
5525 // check whether its a dynamic texture
5526 dyntexture = CL_GetDynTexture( basename );
5527 if (!add && !dyntexture)
5529 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5530 memset(item, 0, sizeof(*item));
5531 strlcpy(item->basename, basename, sizeof(item->basename));
5532 item->base = dyntexture; // either NULL or dyntexture handle
5533 item->textureflags = textureflags;
5534 item->comparewidth = comparewidth;
5535 item->compareheight = compareheight;
5536 item->comparecrc = comparecrc;
5537 item->next = r_skinframe.hash[hashindex];
5538 r_skinframe.hash[hashindex] = item;
5540 else if( item->base == NULL )
5542 rtexture_t *dyntexture;
5543 // check whether its a dynamic texture
5544 // 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]
5545 dyntexture = CL_GetDynTexture( basename );
5546 item->base = dyntexture; // either NULL or dyntexture handle
5549 R_SkinFrame_MarkUsed(item);
5553 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5555 unsigned long long avgcolor[5], wsum; \
5563 for(pix = 0; pix < cnt; ++pix) \
5566 for(comp = 0; comp < 3; ++comp) \
5568 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5571 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5573 for(comp = 0; comp < 3; ++comp) \
5574 avgcolor[comp] += getpixel * w; \
5577 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5578 avgcolor[4] += getpixel; \
5580 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5582 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5583 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5584 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5588 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5591 unsigned char *pixels;
5592 unsigned char *bumppixels;
5593 unsigned char *basepixels = NULL;
5594 int basepixels_width = 0;
5595 int basepixels_height = 0;
5596 skinframe_t *skinframe;
5597 rtexture_t *ddsbase = NULL;
5598 qboolean ddshasalpha = false;
5599 float ddsavgcolor[4];
5600 char basename[MAX_QPATH];
5602 if (cls.state == ca_dedicated)
5605 // return an existing skinframe if already loaded
5606 // if loading of the first image fails, don't make a new skinframe as it
5607 // would cause all future lookups of this to be missing
5608 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5609 if (skinframe && skinframe->base)
5612 Image_StripImageExtension(name, basename, sizeof(basename));
5614 // check for DDS texture file first
5615 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5617 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5618 if (basepixels == NULL)
5622 if (developer_loading.integer)
5623 Con_Printf("loading skin \"%s\"\n", name);
5625 // we've got some pixels to store, so really allocate this new texture now
5627 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5628 skinframe->stain = NULL;
5629 skinframe->merged = NULL;
5630 skinframe->base = NULL;
5631 skinframe->pants = NULL;
5632 skinframe->shirt = NULL;
5633 skinframe->nmap = NULL;
5634 skinframe->gloss = NULL;
5635 skinframe->glow = NULL;
5636 skinframe->fog = NULL;
5637 skinframe->reflect = NULL;
5638 skinframe->hasalpha = false;
5642 skinframe->base = ddsbase;
5643 skinframe->hasalpha = ddshasalpha;
5644 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5645 if (r_loadfog && skinframe->hasalpha)
5646 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5647 //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]);
5651 basepixels_width = image_width;
5652 basepixels_height = image_height;
5653 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);
5654 if (textureflags & TEXF_ALPHA)
5656 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5658 if (basepixels[j] < 255)
5660 skinframe->hasalpha = true;
5664 if (r_loadfog && skinframe->hasalpha)
5666 // has transparent pixels
5667 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5668 for (j = 0;j < image_width * image_height * 4;j += 4)
5673 pixels[j+3] = basepixels[j+3];
5675 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);
5679 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5680 //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]);
5681 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5682 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5683 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5684 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5689 if (r_loadnormalmap)
5690 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5691 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5693 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5694 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5695 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5696 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5699 // _norm is the name used by tenebrae and has been adopted as standard
5700 if (r_loadnormalmap && skinframe->nmap == NULL)
5702 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5704 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);
5708 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5710 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5711 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5712 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);
5714 Mem_Free(bumppixels);
5716 else if (r_shadow_bumpscale_basetexture.value > 0)
5718 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5719 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5720 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);
5723 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5724 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5727 // _luma is supported only for tenebrae compatibility
5728 // _glow is the preferred name
5729 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))))
5731 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);
5732 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5733 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5734 Mem_Free(pixels);pixels = NULL;
5737 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5739 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);
5740 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5741 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5746 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5748 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);
5749 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5750 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5755 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5757 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);
5758 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5759 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5764 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5766 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);
5767 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5768 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5774 Mem_Free(basepixels);
5779 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5780 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5783 unsigned char *temp1, *temp2;
5784 skinframe_t *skinframe;
5786 if (cls.state == ca_dedicated)
5789 // if already loaded just return it, otherwise make a new skinframe
5790 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5791 if (skinframe && skinframe->base)
5794 skinframe->stain = NULL;
5795 skinframe->merged = NULL;
5796 skinframe->base = NULL;
5797 skinframe->pants = NULL;
5798 skinframe->shirt = NULL;
5799 skinframe->nmap = NULL;
5800 skinframe->gloss = NULL;
5801 skinframe->glow = NULL;
5802 skinframe->fog = NULL;
5803 skinframe->reflect = NULL;
5804 skinframe->hasalpha = false;
5806 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5810 if (developer_loading.integer)
5811 Con_Printf("loading 32bit skin \"%s\"\n", name);
5813 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5815 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5816 temp2 = temp1 + width * height * 4;
5817 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5818 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5821 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5822 if (textureflags & TEXF_ALPHA)
5824 for (i = 3;i < width * height * 4;i += 4)
5826 if (skindata[i] < 255)
5828 skinframe->hasalpha = true;
5832 if (r_loadfog && skinframe->hasalpha)
5834 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5835 memcpy(fogpixels, skindata, width * height * 4);
5836 for (i = 0;i < width * height * 4;i += 4)
5837 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5838 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5839 Mem_Free(fogpixels);
5843 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5844 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5849 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5853 skinframe_t *skinframe;
5855 if (cls.state == ca_dedicated)
5858 // if already loaded just return it, otherwise make a new skinframe
5859 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5860 if (skinframe && skinframe->base)
5863 skinframe->stain = NULL;
5864 skinframe->merged = NULL;
5865 skinframe->base = NULL;
5866 skinframe->pants = NULL;
5867 skinframe->shirt = NULL;
5868 skinframe->nmap = NULL;
5869 skinframe->gloss = NULL;
5870 skinframe->glow = NULL;
5871 skinframe->fog = NULL;
5872 skinframe->reflect = NULL;
5873 skinframe->hasalpha = false;
5875 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5879 if (developer_loading.integer)
5880 Con_Printf("loading quake skin \"%s\"\n", name);
5882 // 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)
5883 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5884 memcpy(skinframe->qpixels, skindata, width*height);
5885 skinframe->qwidth = width;
5886 skinframe->qheight = height;
5889 for (i = 0;i < width * height;i++)
5890 featuresmask |= palette_featureflags[skindata[i]];
5892 skinframe->hasalpha = false;
5893 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5894 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5895 skinframe->qgeneratemerged = true;
5896 skinframe->qgeneratebase = skinframe->qhascolormapping;
5897 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5899 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5900 //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]);
5905 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5909 unsigned char *skindata;
5911 if (!skinframe->qpixels)
5914 if (!skinframe->qhascolormapping)
5915 colormapped = false;
5919 if (!skinframe->qgeneratebase)
5924 if (!skinframe->qgeneratemerged)
5928 width = skinframe->qwidth;
5929 height = skinframe->qheight;
5930 skindata = skinframe->qpixels;
5932 if (skinframe->qgeneratenmap)
5934 unsigned char *temp1, *temp2;
5935 skinframe->qgeneratenmap = false;
5936 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5937 temp2 = temp1 + width * height * 4;
5938 // use either a custom palette or the quake palette
5939 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5940 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5941 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5945 if (skinframe->qgenerateglow)
5947 skinframe->qgenerateglow = false;
5948 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5953 skinframe->qgeneratebase = false;
5954 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);
5955 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5956 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5960 skinframe->qgeneratemerged = false;
5961 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5964 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5966 Mem_Free(skinframe->qpixels);
5967 skinframe->qpixels = NULL;
5971 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)
5974 skinframe_t *skinframe;
5976 if (cls.state == ca_dedicated)
5979 // if already loaded just return it, otherwise make a new skinframe
5980 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5981 if (skinframe && skinframe->base)
5984 skinframe->stain = NULL;
5985 skinframe->merged = NULL;
5986 skinframe->base = NULL;
5987 skinframe->pants = NULL;
5988 skinframe->shirt = NULL;
5989 skinframe->nmap = NULL;
5990 skinframe->gloss = NULL;
5991 skinframe->glow = NULL;
5992 skinframe->fog = NULL;
5993 skinframe->reflect = NULL;
5994 skinframe->hasalpha = false;
5996 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6000 if (developer_loading.integer)
6001 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6003 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6004 if (textureflags & TEXF_ALPHA)
6006 for (i = 0;i < width * height;i++)
6008 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6010 skinframe->hasalpha = true;
6014 if (r_loadfog && skinframe->hasalpha)
6015 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6018 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6019 //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]);
6024 skinframe_t *R_SkinFrame_LoadMissing(void)
6026 skinframe_t *skinframe;
6028 if (cls.state == ca_dedicated)
6031 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6032 skinframe->stain = NULL;
6033 skinframe->merged = NULL;
6034 skinframe->base = NULL;
6035 skinframe->pants = NULL;
6036 skinframe->shirt = NULL;
6037 skinframe->nmap = NULL;
6038 skinframe->gloss = NULL;
6039 skinframe->glow = NULL;
6040 skinframe->fog = NULL;
6041 skinframe->reflect = NULL;
6042 skinframe->hasalpha = false;
6044 skinframe->avgcolor[0] = rand() / RAND_MAX;
6045 skinframe->avgcolor[1] = rand() / RAND_MAX;
6046 skinframe->avgcolor[2] = rand() / RAND_MAX;
6047 skinframe->avgcolor[3] = 1;
6052 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6053 typedef struct suffixinfo_s
6056 qboolean flipx, flipy, flipdiagonal;
6059 static suffixinfo_t suffix[3][6] =
6062 {"px", false, false, false},
6063 {"nx", false, false, false},
6064 {"py", false, false, false},
6065 {"ny", false, false, false},
6066 {"pz", false, false, false},
6067 {"nz", false, false, false}
6070 {"posx", false, false, false},
6071 {"negx", false, false, false},
6072 {"posy", false, false, false},
6073 {"negy", false, false, false},
6074 {"posz", false, false, false},
6075 {"negz", false, false, false}
6078 {"rt", true, false, true},
6079 {"lf", false, true, true},
6080 {"ft", true, true, false},
6081 {"bk", false, false, false},
6082 {"up", true, false, true},
6083 {"dn", true, false, true}
6087 static int componentorder[4] = {0, 1, 2, 3};
6089 rtexture_t *R_LoadCubemap(const char *basename)
6091 int i, j, cubemapsize;
6092 unsigned char *cubemappixels, *image_buffer;
6093 rtexture_t *cubemaptexture;
6095 // must start 0 so the first loadimagepixels has no requested width/height
6097 cubemappixels = NULL;
6098 cubemaptexture = NULL;
6099 // keep trying different suffix groups (posx, px, rt) until one loads
6100 for (j = 0;j < 3 && !cubemappixels;j++)
6102 // load the 6 images in the suffix group
6103 for (i = 0;i < 6;i++)
6105 // generate an image name based on the base and and suffix
6106 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6108 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6110 // an image loaded, make sure width and height are equal
6111 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6113 // if this is the first image to load successfully, allocate the cubemap memory
6114 if (!cubemappixels && image_width >= 1)
6116 cubemapsize = image_width;
6117 // note this clears to black, so unavailable sides are black
6118 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6120 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6122 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);
6125 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6127 Mem_Free(image_buffer);
6131 // if a cubemap loaded, upload it
6134 if (developer_loading.integer)
6135 Con_Printf("loading cubemap \"%s\"\n", basename);
6137 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6138 Mem_Free(cubemappixels);
6142 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6143 if (developer_loading.integer)
6145 Con_Printf("(tried tried images ");
6146 for (j = 0;j < 3;j++)
6147 for (i = 0;i < 6;i++)
6148 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6149 Con_Print(" and was unable to find any of them).\n");
6152 return cubemaptexture;
6155 rtexture_t *R_GetCubemap(const char *basename)
6158 for (i = 0;i < r_texture_numcubemaps;i++)
6159 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6160 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6161 if (i >= MAX_CUBEMAPS)
6162 return r_texture_whitecube;
6163 r_texture_numcubemaps++;
6164 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6165 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6166 return r_texture_cubemaps[i].texture;
6169 void R_FreeCubemaps(void)
6172 for (i = 0;i < r_texture_numcubemaps;i++)
6174 if (developer_loading.integer)
6175 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6176 if (r_texture_cubemaps[i].texture)
6177 R_FreeTexture(r_texture_cubemaps[i].texture);
6179 r_texture_numcubemaps = 0;
6182 void R_Main_FreeViewCache(void)
6184 if (r_refdef.viewcache.entityvisible)
6185 Mem_Free(r_refdef.viewcache.entityvisible);
6186 if (r_refdef.viewcache.world_pvsbits)
6187 Mem_Free(r_refdef.viewcache.world_pvsbits);
6188 if (r_refdef.viewcache.world_leafvisible)
6189 Mem_Free(r_refdef.viewcache.world_leafvisible);
6190 if (r_refdef.viewcache.world_surfacevisible)
6191 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6192 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6195 void R_Main_ResizeViewCache(void)
6197 int numentities = r_refdef.scene.numentities;
6198 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6199 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6200 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6201 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6202 if (r_refdef.viewcache.maxentities < numentities)
6204 r_refdef.viewcache.maxentities = numentities;
6205 if (r_refdef.viewcache.entityvisible)
6206 Mem_Free(r_refdef.viewcache.entityvisible);
6207 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6209 if (r_refdef.viewcache.world_numclusters != numclusters)
6211 r_refdef.viewcache.world_numclusters = numclusters;
6212 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6213 if (r_refdef.viewcache.world_pvsbits)
6214 Mem_Free(r_refdef.viewcache.world_pvsbits);
6215 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6217 if (r_refdef.viewcache.world_numleafs != numleafs)
6219 r_refdef.viewcache.world_numleafs = numleafs;
6220 if (r_refdef.viewcache.world_leafvisible)
6221 Mem_Free(r_refdef.viewcache.world_leafvisible);
6222 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6224 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6226 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6227 if (r_refdef.viewcache.world_surfacevisible)
6228 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6229 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6233 extern rtexture_t *loadingscreentexture;
6234 void gl_main_start(void)
6236 loadingscreentexture = NULL;
6237 r_texture_blanknormalmap = NULL;
6238 r_texture_white = NULL;
6239 r_texture_grey128 = NULL;
6240 r_texture_black = NULL;
6241 r_texture_whitecube = NULL;
6242 r_texture_normalizationcube = NULL;
6243 r_texture_fogattenuation = NULL;
6244 r_texture_fogheighttexture = NULL;
6245 r_texture_gammaramps = NULL;
6246 r_texture_numcubemaps = 0;
6248 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6249 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6251 switch(vid.renderpath)
6253 case RENDERPATH_GL20:
6254 case RENDERPATH_CGGL:
6255 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6256 Cvar_SetValueQuick(&gl_combine, 1);
6257 Cvar_SetValueQuick(&r_glsl, 1);
6258 r_loadnormalmap = true;
6262 case RENDERPATH_GL13:
6263 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6264 Cvar_SetValueQuick(&gl_combine, 1);
6265 Cvar_SetValueQuick(&r_glsl, 0);
6266 r_loadnormalmap = false;
6267 r_loadgloss = false;
6270 case RENDERPATH_GL11:
6271 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6272 Cvar_SetValueQuick(&gl_combine, 0);
6273 Cvar_SetValueQuick(&r_glsl, 0);
6274 r_loadnormalmap = false;
6275 r_loadgloss = false;
6281 R_FrameData_Reset();
6285 memset(r_queries, 0, sizeof(r_queries));
6287 r_qwskincache = NULL;
6288 r_qwskincache_size = 0;
6290 // set up r_skinframe loading system for textures
6291 memset(&r_skinframe, 0, sizeof(r_skinframe));
6292 r_skinframe.loadsequence = 1;
6293 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6295 r_main_texturepool = R_AllocTexturePool();
6296 R_BuildBlankTextures();
6298 if (vid.support.arb_texture_cube_map)
6301 R_BuildNormalizationCube();
6303 r_texture_fogattenuation = NULL;
6304 r_texture_fogheighttexture = NULL;
6305 r_texture_gammaramps = NULL;
6306 //r_texture_fogintensity = NULL;
6307 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6308 memset(&r_waterstate, 0, sizeof(r_waterstate));
6309 r_glsl_permutation = NULL;
6310 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6311 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6312 glslshaderstring = NULL;
6314 r_cg_permutation = NULL;
6315 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6316 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6317 cgshaderstring = NULL;
6319 memset(&r_svbsp, 0, sizeof (r_svbsp));
6321 r_refdef.fogmasktable_density = 0;
6324 void gl_main_shutdown(void)
6327 R_FrameData_Reset();
6329 R_Main_FreeViewCache();
6332 qglDeleteQueriesARB(r_maxqueries, r_queries);
6336 memset(r_queries, 0, sizeof(r_queries));
6338 r_qwskincache = NULL;
6339 r_qwskincache_size = 0;
6341 // clear out the r_skinframe state
6342 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6343 memset(&r_skinframe, 0, sizeof(r_skinframe));
6346 Mem_Free(r_svbsp.nodes);
6347 memset(&r_svbsp, 0, sizeof (r_svbsp));
6348 R_FreeTexturePool(&r_main_texturepool);
6349 loadingscreentexture = NULL;
6350 r_texture_blanknormalmap = NULL;
6351 r_texture_white = NULL;
6352 r_texture_grey128 = NULL;
6353 r_texture_black = NULL;
6354 r_texture_whitecube = NULL;
6355 r_texture_normalizationcube = NULL;
6356 r_texture_fogattenuation = NULL;
6357 r_texture_fogheighttexture = NULL;
6358 r_texture_gammaramps = NULL;
6359 r_texture_numcubemaps = 0;
6360 //r_texture_fogintensity = NULL;
6361 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6362 memset(&r_waterstate, 0, sizeof(r_waterstate));
6363 r_glsl_permutation = NULL;
6364 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6365 glslshaderstring = NULL;
6367 r_cg_permutation = NULL;
6368 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6369 cgshaderstring = NULL;
6374 extern void CL_ParseEntityLump(char *entitystring);
6375 void gl_main_newmap(void)
6377 // FIXME: move this code to client
6379 char *entities, entname[MAX_QPATH];
6381 Mem_Free(r_qwskincache);
6382 r_qwskincache = NULL;
6383 r_qwskincache_size = 0;
6386 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6387 l = (int)strlen(entname) - 4;
6388 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6390 memcpy(entname + l, ".ent", 5);
6391 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6393 CL_ParseEntityLump(entities);
6398 if (cl.worldmodel->brush.entities)
6399 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6401 R_Main_FreeViewCache();
6403 R_FrameData_Reset();
6406 void GL_Main_Init(void)
6408 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6410 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6411 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6412 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6413 if (gamemode == GAME_NEHAHRA)
6415 Cvar_RegisterVariable (&gl_fogenable);
6416 Cvar_RegisterVariable (&gl_fogdensity);
6417 Cvar_RegisterVariable (&gl_fogred);
6418 Cvar_RegisterVariable (&gl_foggreen);
6419 Cvar_RegisterVariable (&gl_fogblue);
6420 Cvar_RegisterVariable (&gl_fogstart);
6421 Cvar_RegisterVariable (&gl_fogend);
6422 Cvar_RegisterVariable (&gl_skyclip);
6424 Cvar_RegisterVariable(&r_motionblur);
6425 Cvar_RegisterVariable(&r_motionblur_maxblur);
6426 Cvar_RegisterVariable(&r_motionblur_bmin);
6427 Cvar_RegisterVariable(&r_motionblur_vmin);
6428 Cvar_RegisterVariable(&r_motionblur_vmax);
6429 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6430 Cvar_RegisterVariable(&r_motionblur_randomize);
6431 Cvar_RegisterVariable(&r_damageblur);
6432 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6433 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6434 Cvar_RegisterVariable(&r_equalize_entities_by);
6435 Cvar_RegisterVariable(&r_equalize_entities_to);
6436 Cvar_RegisterVariable(&r_depthfirst);
6437 Cvar_RegisterVariable(&r_useinfinitefarclip);
6438 Cvar_RegisterVariable(&r_farclip_base);
6439 Cvar_RegisterVariable(&r_farclip_world);
6440 Cvar_RegisterVariable(&r_nearclip);
6441 Cvar_RegisterVariable(&r_showbboxes);
6442 Cvar_RegisterVariable(&r_showsurfaces);
6443 Cvar_RegisterVariable(&r_showtris);
6444 Cvar_RegisterVariable(&r_shownormals);
6445 Cvar_RegisterVariable(&r_showlighting);
6446 Cvar_RegisterVariable(&r_showshadowvolumes);
6447 Cvar_RegisterVariable(&r_showcollisionbrushes);
6448 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6449 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6450 Cvar_RegisterVariable(&r_showdisabledepthtest);
6451 Cvar_RegisterVariable(&r_drawportals);
6452 Cvar_RegisterVariable(&r_drawentities);
6453 Cvar_RegisterVariable(&r_cullentities_trace);
6454 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6455 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6456 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6457 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6458 Cvar_RegisterVariable(&r_drawviewmodel);
6459 Cvar_RegisterVariable(&r_drawexteriormodel);
6460 Cvar_RegisterVariable(&r_speeds);
6461 Cvar_RegisterVariable(&r_fullbrights);
6462 Cvar_RegisterVariable(&r_wateralpha);
6463 Cvar_RegisterVariable(&r_dynamic);
6464 Cvar_RegisterVariable(&r_fullbright);
6465 Cvar_RegisterVariable(&r_shadows);
6466 Cvar_RegisterVariable(&r_shadows_darken);
6467 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6468 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6469 Cvar_RegisterVariable(&r_shadows_throwdistance);
6470 Cvar_RegisterVariable(&r_shadows_throwdirection);
6471 Cvar_RegisterVariable(&r_shadows_focus);
6472 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6473 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6474 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6475 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6476 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6477 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6478 Cvar_RegisterVariable(&r_fog_exp2);
6479 Cvar_RegisterVariable(&r_drawfog);
6480 Cvar_RegisterVariable(&r_transparentdepthmasking);
6481 Cvar_RegisterVariable(&r_texture_dds_load);
6482 Cvar_RegisterVariable(&r_texture_dds_save);
6483 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6484 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6485 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6486 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6487 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6488 Cvar_RegisterVariable(&r_textureunits);
6489 Cvar_RegisterVariable(&gl_combine);
6490 Cvar_RegisterVariable(&r_glsl);
6491 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6492 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6493 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6494 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6495 Cvar_RegisterVariable(&r_glsl_postprocess);
6496 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6497 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6498 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6499 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6500 Cvar_RegisterVariable(&r_water);
6501 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6502 Cvar_RegisterVariable(&r_water_clippingplanebias);
6503 Cvar_RegisterVariable(&r_water_refractdistort);
6504 Cvar_RegisterVariable(&r_water_reflectdistort);
6505 Cvar_RegisterVariable(&r_lerpsprites);
6506 Cvar_RegisterVariable(&r_lerpmodels);
6507 Cvar_RegisterVariable(&r_lerplightstyles);
6508 Cvar_RegisterVariable(&r_waterscroll);
6509 Cvar_RegisterVariable(&r_bloom);
6510 Cvar_RegisterVariable(&r_bloom_colorscale);
6511 Cvar_RegisterVariable(&r_bloom_brighten);
6512 Cvar_RegisterVariable(&r_bloom_blur);
6513 Cvar_RegisterVariable(&r_bloom_resolution);
6514 Cvar_RegisterVariable(&r_bloom_colorexponent);
6515 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6516 Cvar_RegisterVariable(&r_hdr);
6517 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6518 Cvar_RegisterVariable(&r_hdr_glowintensity);
6519 Cvar_RegisterVariable(&r_hdr_range);
6520 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6521 Cvar_RegisterVariable(&developer_texturelogging);
6522 Cvar_RegisterVariable(&gl_lightmaps);
6523 Cvar_RegisterVariable(&r_test);
6524 Cvar_RegisterVariable(&r_batchmode);
6525 Cvar_RegisterVariable(&r_glsl_saturation);
6526 Cvar_RegisterVariable(&r_framedatasize);
6527 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6528 Cvar_SetValue("r_fullbrights", 0);
6529 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6531 Cvar_RegisterVariable(&r_track_sprites);
6532 Cvar_RegisterVariable(&r_track_sprites_flags);
6533 Cvar_RegisterVariable(&r_track_sprites_scalew);
6534 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6535 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6536 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6539 extern void R_Textures_Init(void);
6540 extern void GL_Draw_Init(void);
6541 extern void GL_Main_Init(void);
6542 extern void R_Shadow_Init(void);
6543 extern void R_Sky_Init(void);
6544 extern void GL_Surf_Init(void);
6545 extern void R_Particles_Init(void);
6546 extern void R_Explosion_Init(void);
6547 extern void gl_backend_init(void);
6548 extern void Sbar_Init(void);
6549 extern void R_LightningBeams_Init(void);
6550 extern void Mod_RenderInit(void);
6551 extern void Font_Init(void);
6553 void Render_Init(void)
6566 R_LightningBeams_Init();
6575 extern char *ENGINE_EXTENSIONS;
6578 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6579 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6580 gl_version = (const char *)qglGetString(GL_VERSION);
6581 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6585 if (!gl_platformextensions)
6586 gl_platformextensions = "";
6588 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6589 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6590 Con_Printf("GL_VERSION: %s\n", gl_version);
6591 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6592 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6594 VID_CheckExtensions();
6596 // LordHavoc: report supported extensions
6597 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6599 // clear to black (loading plaque will be seen over this)
6601 qglClearColor(0,0,0,1);CHECKGLERROR
6602 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6605 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6609 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6611 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6614 p = r_refdef.view.frustum + i;
6619 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6623 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6627 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6631 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6635 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6639 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6643 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6647 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6655 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6659 for (i = 0;i < numplanes;i++)
6666 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6670 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6674 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6678 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6682 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6686 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6690 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6694 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6702 //==================================================================================
6704 // LordHavoc: this stores temporary data used within the same frame
6706 qboolean r_framedata_failed;
6707 static size_t r_framedata_size;
6708 static size_t r_framedata_current;
6709 static void *r_framedata_base;
6711 void R_FrameData_Reset(void)
6713 if (r_framedata_base)
6714 Mem_Free(r_framedata_base);
6715 r_framedata_base = NULL;
6716 r_framedata_size = 0;
6717 r_framedata_current = 0;
6718 r_framedata_failed = false;
6721 void R_FrameData_NewFrame(void)
6724 if (r_framedata_failed)
6725 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6726 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6727 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6728 if (r_framedata_size != wantedsize)
6730 r_framedata_size = wantedsize;
6731 if (r_framedata_base)
6732 Mem_Free(r_framedata_base);
6733 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6735 r_framedata_current = 0;
6736 r_framedata_failed = false;
6739 void *R_FrameData_Alloc(size_t size)
6743 // align to 16 byte boundary
6744 size = (size + 15) & ~15;
6745 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6746 r_framedata_current += size;
6749 if (r_framedata_current > r_framedata_size)
6750 r_framedata_failed = true;
6752 // return NULL on everything after a failure
6753 if (r_framedata_failed)
6759 void *R_FrameData_Store(size_t size, void *data)
6761 void *d = R_FrameData_Alloc(size);
6763 memcpy(d, data, size);
6767 //==================================================================================
6769 // LordHavoc: animcache originally written by Echon, rewritten since then
6772 * Animation cache prevents re-generating mesh data for an animated model
6773 * multiple times in one frame for lighting, shadowing, reflections, etc.
6776 void R_AnimCache_Free(void)
6780 void R_AnimCache_ClearCache(void)
6783 entity_render_t *ent;
6785 for (i = 0;i < r_refdef.scene.numentities;i++)
6787 ent = r_refdef.scene.entities[i];
6788 ent->animcache_vertex3f = NULL;
6789 ent->animcache_normal3f = NULL;
6790 ent->animcache_svector3f = NULL;
6791 ent->animcache_tvector3f = NULL;
6795 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6797 dp_model_t *model = ent->model;
6799 // see if it's already cached this frame
6800 if (ent->animcache_vertex3f)
6802 // add normals/tangents if needed
6803 if (wantnormals || wanttangents)
6805 if (ent->animcache_normal3f)
6806 wantnormals = false;
6807 if (ent->animcache_svector3f)
6808 wanttangents = false;
6809 if (wantnormals || wanttangents)
6811 numvertices = model->surfmesh.num_vertices;
6813 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6816 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6817 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6819 if (!r_framedata_failed)
6820 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6826 // see if this ent is worth caching
6827 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6829 // get some memory for this entity and generate mesh data
6830 numvertices = model->surfmesh.num_vertices;
6831 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6833 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6836 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6837 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6839 if (!r_framedata_failed)
6840 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6842 return !r_framedata_failed;
6845 void R_AnimCache_CacheVisibleEntities(void)
6848 qboolean wantnormals = !r_showsurfaces.integer;
6849 qboolean wanttangents = !r_showsurfaces.integer;
6851 switch(vid.renderpath)
6853 case RENDERPATH_GL20:
6854 case RENDERPATH_CGGL:
6856 case RENDERPATH_GL13:
6857 case RENDERPATH_GL11:
6858 wanttangents = false;
6862 // TODO: thread this
6863 // NOTE: R_PrepareRTLights() also caches entities
6865 for (i = 0;i < r_refdef.scene.numentities;i++)
6866 if (r_refdef.viewcache.entityvisible[i])
6867 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6870 //==================================================================================
6872 static void R_View_UpdateEntityLighting (void)
6875 entity_render_t *ent;
6876 vec3_t tempdiffusenormal, avg;
6877 vec_t f, fa, fd, fdd;
6878 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6880 for (i = 0;i < r_refdef.scene.numentities;i++)
6882 ent = r_refdef.scene.entities[i];
6884 // skip unseen models
6885 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6889 if (ent->model && ent->model->brush.num_leafs)
6891 // TODO: use modellight for r_ambient settings on world?
6892 VectorSet(ent->modellight_ambient, 0, 0, 0);
6893 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6894 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6898 // fetch the lighting from the worldmodel data
6899 VectorClear(ent->modellight_ambient);
6900 VectorClear(ent->modellight_diffuse);
6901 VectorClear(tempdiffusenormal);
6902 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6905 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6906 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6907 if(ent->flags & RENDER_EQUALIZE)
6909 // first fix up ambient lighting...
6910 if(r_equalize_entities_minambient.value > 0)
6912 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6915 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6916 if(fa < r_equalize_entities_minambient.value * fd)
6919 // fa'/fd' = minambient
6920 // fa'+0.25*fd' = fa+0.25*fd
6922 // fa' = fd' * minambient
6923 // fd'*(0.25+minambient) = fa+0.25*fd
6925 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6926 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6928 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6929 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
6930 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6931 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6936 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6938 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6939 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6942 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6943 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6944 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6950 VectorSet(ent->modellight_ambient, 1, 1, 1);
6952 // move the light direction into modelspace coordinates for lighting code
6953 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6954 if(VectorLength2(ent->modellight_lightdir) == 0)
6955 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6956 VectorNormalize(ent->modellight_lightdir);
6960 #define MAX_LINEOFSIGHTTRACES 64
6962 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6965 vec3_t boxmins, boxmaxs;
6968 dp_model_t *model = r_refdef.scene.worldmodel;
6970 if (!model || !model->brush.TraceLineOfSight)
6973 // expand the box a little
6974 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6975 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6976 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6977 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6978 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6979 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6981 // return true if eye is inside enlarged box
6982 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6986 VectorCopy(eye, start);
6987 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6988 if (model->brush.TraceLineOfSight(model, start, end))
6991 // try various random positions
6992 for (i = 0;i < numsamples;i++)
6994 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6995 if (model->brush.TraceLineOfSight(model, start, end))
7003 static void R_View_UpdateEntityVisible (void)
7008 entity_render_t *ent;
7010 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7011 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7012 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7013 : RENDER_EXTERIORMODEL;
7014 if (!r_drawviewmodel.integer)
7015 renderimask |= RENDER_VIEWMODEL;
7016 if (!r_drawexteriormodel.integer)
7017 renderimask |= RENDER_EXTERIORMODEL;
7018 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7020 // worldmodel can check visibility
7021 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7022 for (i = 0;i < r_refdef.scene.numentities;i++)
7024 ent = r_refdef.scene.entities[i];
7025 if (!(ent->flags & renderimask))
7026 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)))
7027 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))
7028 r_refdef.viewcache.entityvisible[i] = true;
7030 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7031 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7033 for (i = 0;i < r_refdef.scene.numentities;i++)
7035 ent = r_refdef.scene.entities[i];
7036 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7038 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7040 continue; // temp entities do pvs only
7041 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7042 ent->last_trace_visibility = realtime;
7043 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7044 r_refdef.viewcache.entityvisible[i] = 0;
7051 // no worldmodel or it can't check visibility
7052 for (i = 0;i < r_refdef.scene.numentities;i++)
7054 ent = r_refdef.scene.entities[i];
7055 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));
7060 /// only used if skyrendermasked, and normally returns false
7061 int R_DrawBrushModelsSky (void)
7064 entity_render_t *ent;
7067 for (i = 0;i < r_refdef.scene.numentities;i++)
7069 if (!r_refdef.viewcache.entityvisible[i])
7071 ent = r_refdef.scene.entities[i];
7072 if (!ent->model || !ent->model->DrawSky)
7074 ent->model->DrawSky(ent);
7080 static void R_DrawNoModel(entity_render_t *ent);
7081 static void R_DrawModels(void)
7084 entity_render_t *ent;
7086 for (i = 0;i < r_refdef.scene.numentities;i++)
7088 if (!r_refdef.viewcache.entityvisible[i])
7090 ent = r_refdef.scene.entities[i];
7091 r_refdef.stats.entities++;
7092 if (ent->model && ent->model->Draw != NULL)
7093 ent->model->Draw(ent);
7099 static void R_DrawModelsDepth(void)
7102 entity_render_t *ent;
7104 for (i = 0;i < r_refdef.scene.numentities;i++)
7106 if (!r_refdef.viewcache.entityvisible[i])
7108 ent = r_refdef.scene.entities[i];
7109 if (ent->model && ent->model->DrawDepth != NULL)
7110 ent->model->DrawDepth(ent);
7114 static void R_DrawModelsDebug(void)
7117 entity_render_t *ent;
7119 for (i = 0;i < r_refdef.scene.numentities;i++)
7121 if (!r_refdef.viewcache.entityvisible[i])
7123 ent = r_refdef.scene.entities[i];
7124 if (ent->model && ent->model->DrawDebug != NULL)
7125 ent->model->DrawDebug(ent);
7129 static void R_DrawModelsAddWaterPlanes(void)
7132 entity_render_t *ent;
7134 for (i = 0;i < r_refdef.scene.numentities;i++)
7136 if (!r_refdef.viewcache.entityvisible[i])
7138 ent = r_refdef.scene.entities[i];
7139 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7140 ent->model->DrawAddWaterPlanes(ent);
7144 static void R_View_SetFrustum(void)
7147 double slopex, slopey;
7148 vec3_t forward, left, up, origin;
7150 // we can't trust r_refdef.view.forward and friends in reflected scenes
7151 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7154 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7155 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7156 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7157 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7158 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7159 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7160 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7161 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7162 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7163 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7164 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7165 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7169 zNear = r_refdef.nearclip;
7170 nudge = 1.0 - 1.0 / (1<<23);
7171 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7172 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7173 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7174 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7175 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7176 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7177 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7178 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7184 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7185 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7186 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7187 r_refdef.view.frustum[0].dist = m[15] - m[12];
7189 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7190 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7191 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7192 r_refdef.view.frustum[1].dist = m[15] + m[12];
7194 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7195 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7196 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7197 r_refdef.view.frustum[2].dist = m[15] - m[13];
7199 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7200 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7201 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7202 r_refdef.view.frustum[3].dist = m[15] + m[13];
7204 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7205 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7206 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7207 r_refdef.view.frustum[4].dist = m[15] - m[14];
7209 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7210 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7211 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7212 r_refdef.view.frustum[5].dist = m[15] + m[14];
7215 if (r_refdef.view.useperspective)
7217 slopex = 1.0 / r_refdef.view.frustum_x;
7218 slopey = 1.0 / r_refdef.view.frustum_y;
7219 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7220 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7221 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7222 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7223 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7225 // Leaving those out was a mistake, those were in the old code, and they
7226 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7227 // I couldn't reproduce it after adding those normalizations. --blub
7228 VectorNormalize(r_refdef.view.frustum[0].normal);
7229 VectorNormalize(r_refdef.view.frustum[1].normal);
7230 VectorNormalize(r_refdef.view.frustum[2].normal);
7231 VectorNormalize(r_refdef.view.frustum[3].normal);
7233 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7234 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]);
7235 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]);
7236 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]);
7237 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]);
7239 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7240 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7241 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7242 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7243 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7247 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7248 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7249 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7250 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7251 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7252 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7253 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7254 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7255 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7256 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7258 r_refdef.view.numfrustumplanes = 5;
7260 if (r_refdef.view.useclipplane)
7262 r_refdef.view.numfrustumplanes = 6;
7263 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7266 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7267 PlaneClassify(r_refdef.view.frustum + i);
7269 // LordHavoc: note to all quake engine coders, Quake had a special case
7270 // for 90 degrees which assumed a square view (wrong), so I removed it,
7271 // Quake2 has it disabled as well.
7273 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7274 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7275 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7276 //PlaneClassify(&frustum[0]);
7278 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7279 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7280 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7281 //PlaneClassify(&frustum[1]);
7283 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7284 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7285 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7286 //PlaneClassify(&frustum[2]);
7288 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7289 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7290 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7291 //PlaneClassify(&frustum[3]);
7294 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7295 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7296 //PlaneClassify(&frustum[4]);
7299 void R_View_Update(void)
7301 R_Main_ResizeViewCache();
7302 R_View_SetFrustum();
7303 R_View_WorldVisibility(r_refdef.view.useclipplane);
7304 R_View_UpdateEntityVisible();
7305 R_View_UpdateEntityLighting();
7308 void R_SetupView(qboolean allowwaterclippingplane)
7310 const float *customclipplane = NULL;
7312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7314 // LordHavoc: couldn't figure out how to make this approach the
7315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7318 dist = r_refdef.view.clipplane.dist;
7319 plane[0] = r_refdef.view.clipplane.normal[0];
7320 plane[1] = r_refdef.view.clipplane.normal[1];
7321 plane[2] = r_refdef.view.clipplane.normal[2];
7323 customclipplane = plane;
7326 if (!r_refdef.view.useperspective)
7327 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);
7328 else if (vid.stencil && r_useinfinitefarclip.integer)
7329 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);
7331 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);
7332 R_SetViewport(&r_refdef.view.viewport);
7335 void R_EntityMatrix(const matrix4x4_t *matrix)
7337 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7339 gl_modelmatrixchanged = false;
7340 gl_modelmatrix = *matrix;
7341 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7342 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7343 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7344 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7346 switch(vid.renderpath)
7348 case RENDERPATH_GL20:
7349 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7350 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7351 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7353 case RENDERPATH_CGGL:
7356 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7357 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7358 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7361 case RENDERPATH_GL13:
7362 case RENDERPATH_GL11:
7363 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7369 void R_ResetViewRendering2D(void)
7371 r_viewport_t viewport;
7374 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7375 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);
7376 R_SetViewport(&viewport);
7377 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7378 GL_Color(1, 1, 1, 1);
7379 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7380 GL_BlendFunc(GL_ONE, GL_ZERO);
7381 GL_AlphaTest(false);
7382 GL_ScissorTest(false);
7383 GL_DepthMask(false);
7384 GL_DepthRange(0, 1);
7385 GL_DepthTest(false);
7386 R_EntityMatrix(&identitymatrix);
7387 R_Mesh_ResetTextureState();
7388 GL_PolygonOffset(0, 0);
7389 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7390 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7391 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7392 qglStencilMask(~0);CHECKGLERROR
7393 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7394 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7395 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7398 void R_ResetViewRendering3D(void)
7403 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7404 GL_Color(1, 1, 1, 1);
7405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7406 GL_BlendFunc(GL_ONE, GL_ZERO);
7407 GL_AlphaTest(false);
7408 GL_ScissorTest(true);
7410 GL_DepthRange(0, 1);
7412 R_EntityMatrix(&identitymatrix);
7413 R_Mesh_ResetTextureState();
7414 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7415 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7416 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7417 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7418 qglStencilMask(~0);CHECKGLERROR
7419 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7420 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7421 GL_CullFace(r_refdef.view.cullface_back);
7426 R_RenderView_UpdateViewVectors
7429 static void R_RenderView_UpdateViewVectors(void)
7431 // break apart the view matrix into vectors for various purposes
7432 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7433 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7434 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7435 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7436 // make an inverted copy of the view matrix for tracking sprites
7437 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7440 void R_RenderScene(void);
7441 void R_RenderWaterPlanes(void);
7443 static void R_Water_StartFrame(void)
7446 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7447 r_waterstate_waterplane_t *p;
7449 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7452 switch(vid.renderpath)
7454 case RENDERPATH_GL20:
7455 case RENDERPATH_CGGL:
7457 case RENDERPATH_GL13:
7458 case RENDERPATH_GL11:
7462 // set waterwidth and waterheight to the water resolution that will be
7463 // used (often less than the screen resolution for faster rendering)
7464 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7465 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7467 // calculate desired texture sizes
7468 // can't use water if the card does not support the texture size
7469 if (!r_water.integer || r_showsurfaces.integer)
7470 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7471 else if (vid.support.arb_texture_non_power_of_two)
7473 texturewidth = waterwidth;
7474 textureheight = waterheight;
7475 camerawidth = waterwidth;
7476 cameraheight = waterheight;
7480 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7481 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7482 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7483 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7486 // allocate textures as needed
7487 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7489 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7490 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7492 if (p->texture_refraction)
7493 R_FreeTexture(p->texture_refraction);
7494 p->texture_refraction = NULL;
7495 if (p->texture_reflection)
7496 R_FreeTexture(p->texture_reflection);
7497 p->texture_reflection = NULL;
7498 if (p->texture_camera)
7499 R_FreeTexture(p->texture_camera);
7500 p->texture_camera = NULL;
7502 memset(&r_waterstate, 0, sizeof(r_waterstate));
7503 r_waterstate.texturewidth = texturewidth;
7504 r_waterstate.textureheight = textureheight;
7505 r_waterstate.camerawidth = camerawidth;
7506 r_waterstate.cameraheight = cameraheight;
7509 if (r_waterstate.texturewidth)
7511 r_waterstate.enabled = true;
7513 // when doing a reduced render (HDR) we want to use a smaller area
7514 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7515 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7517 // set up variables that will be used in shader setup
7518 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7519 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7520 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7521 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7524 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7525 r_waterstate.numwaterplanes = 0;
7528 void R_Water_AddWaterPlane(msurface_t *surface)
7530 int triangleindex, planeindex;
7537 r_waterstate_waterplane_t *p;
7538 texture_t *t = R_GetCurrentTexture(surface->texture);
7539 cam_ent = t->camera_entity;
7540 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7543 // just use the first triangle with a valid normal for any decisions
7544 VectorClear(normal);
7545 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7547 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7548 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7549 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7550 TriangleNormal(vert[0], vert[1], vert[2], normal);
7551 if (VectorLength2(normal) >= 0.001)
7555 VectorCopy(normal, plane.normal);
7556 VectorNormalize(plane.normal);
7557 plane.dist = DotProduct(vert[0], plane.normal);
7558 PlaneClassify(&plane);
7559 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7561 // skip backfaces (except if nocullface is set)
7562 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7564 VectorNegate(plane.normal, plane.normal);
7566 PlaneClassify(&plane);
7570 // find a matching plane if there is one
7571 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7572 if(p->camera_entity == t->camera_entity)
7573 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7575 if (planeindex >= r_waterstate.maxwaterplanes)
7576 return; // nothing we can do, out of planes
7578 // if this triangle does not fit any known plane rendered this frame, add one
7579 if (planeindex >= r_waterstate.numwaterplanes)
7581 // store the new plane
7582 r_waterstate.numwaterplanes++;
7584 // clear materialflags and pvs
7585 p->materialflags = 0;
7586 p->pvsvalid = false;
7587 p->camera_entity = t->camera_entity;
7589 // merge this surface's materialflags into the waterplane
7590 p->materialflags |= t->currentmaterialflags;
7591 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7593 // merge this surface's PVS into the waterplane
7594 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7595 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7596 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7598 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7604 static void R_Water_ProcessPlanes(void)
7606 r_refdef_view_t originalview;
7607 r_refdef_view_t myview;
7609 r_waterstate_waterplane_t *p;
7612 originalview = r_refdef.view;
7614 // make sure enough textures are allocated
7615 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7617 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7619 if (!p->texture_refraction)
7620 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);
7621 if (!p->texture_refraction)
7624 else if (p->materialflags & MATERIALFLAG_CAMERA)
7626 if (!p->texture_camera)
7627 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7628 if (!p->texture_camera)
7632 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7634 if (!p->texture_reflection)
7635 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);
7636 if (!p->texture_reflection)
7642 r_refdef.view = originalview;
7643 r_refdef.view.showdebug = false;
7644 r_refdef.view.width = r_waterstate.waterwidth;
7645 r_refdef.view.height = r_waterstate.waterheight;
7646 r_refdef.view.useclipplane = true;
7647 myview = r_refdef.view;
7648 r_waterstate.renderingscene = true;
7649 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7651 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7653 r_refdef.view = myview;
7654 // render reflected scene and copy into texture
7655 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7656 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7657 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7658 r_refdef.view.clipplane = p->plane;
7659 // reverse the cullface settings for this render
7660 r_refdef.view.cullface_front = GL_FRONT;
7661 r_refdef.view.cullface_back = GL_BACK;
7662 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7664 r_refdef.view.usecustompvs = true;
7666 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7668 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7671 R_ResetViewRendering3D();
7672 R_ClearScreen(r_refdef.fogenabled);
7676 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);
7679 // render the normal view scene and copy into texture
7680 // (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)
7681 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7683 r_waterstate.renderingrefraction = true;
7684 r_refdef.view = myview;
7686 r_refdef.view.clipplane = p->plane;
7687 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7688 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7690 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7692 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7693 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7694 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7695 R_RenderView_UpdateViewVectors();
7696 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7699 PlaneClassify(&r_refdef.view.clipplane);
7701 R_ResetViewRendering3D();
7702 R_ClearScreen(r_refdef.fogenabled);
7706 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);
7707 r_waterstate.renderingrefraction = false;
7709 else if (p->materialflags & MATERIALFLAG_CAMERA)
7711 r_refdef.view = myview;
7713 r_refdef.view.clipplane = p->plane;
7714 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7715 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7717 r_refdef.view.width = r_waterstate.camerawidth;
7718 r_refdef.view.height = r_waterstate.cameraheight;
7719 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7720 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7722 if(p->camera_entity)
7724 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7725 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7728 // reverse the cullface settings for this render
7729 r_refdef.view.cullface_front = GL_FRONT;
7730 r_refdef.view.cullface_back = GL_BACK;
7731 // also reverse the view matrix
7732 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7733 R_RenderView_UpdateViewVectors();
7734 if(p->camera_entity)
7735 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7737 // camera needs no clipplane
7738 r_refdef.view.useclipplane = false;
7740 PlaneClassify(&r_refdef.view.clipplane);
7742 R_ResetViewRendering3D();
7743 R_ClearScreen(r_refdef.fogenabled);
7747 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7748 r_waterstate.renderingrefraction = false;
7752 r_waterstate.renderingscene = false;
7753 r_refdef.view = originalview;
7754 R_ResetViewRendering3D();
7755 R_ClearScreen(r_refdef.fogenabled);
7759 r_refdef.view = originalview;
7760 r_waterstate.renderingscene = false;
7761 Cvar_SetValueQuick(&r_water, 0);
7762 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7766 void R_Bloom_StartFrame(void)
7768 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7770 switch(vid.renderpath)
7772 case RENDERPATH_GL20:
7773 case RENDERPATH_CGGL:
7775 case RENDERPATH_GL13:
7776 case RENDERPATH_GL11:
7780 // set bloomwidth and bloomheight to the bloom resolution that will be
7781 // used (often less than the screen resolution for faster rendering)
7782 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7783 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7784 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7785 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7786 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7788 // calculate desired texture sizes
7789 if (vid.support.arb_texture_non_power_of_two)
7791 screentexturewidth = r_refdef.view.width;
7792 screentextureheight = r_refdef.view.height;
7793 bloomtexturewidth = r_bloomstate.bloomwidth;
7794 bloomtextureheight = r_bloomstate.bloomheight;
7798 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7799 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7800 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7801 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7804 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))
7806 Cvar_SetValueQuick(&r_hdr, 0);
7807 Cvar_SetValueQuick(&r_bloom, 0);
7808 Cvar_SetValueQuick(&r_motionblur, 0);
7809 Cvar_SetValueQuick(&r_damageblur, 0);
7812 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)))
7813 screentexturewidth = screentextureheight = 0;
7814 if (!r_hdr.integer && !r_bloom.integer)
7815 bloomtexturewidth = bloomtextureheight = 0;
7817 // allocate textures as needed
7818 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7820 if (r_bloomstate.texture_screen)
7821 R_FreeTexture(r_bloomstate.texture_screen);
7822 r_bloomstate.texture_screen = NULL;
7823 r_bloomstate.screentexturewidth = screentexturewidth;
7824 r_bloomstate.screentextureheight = screentextureheight;
7825 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7826 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7828 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7830 if (r_bloomstate.texture_bloom)
7831 R_FreeTexture(r_bloomstate.texture_bloom);
7832 r_bloomstate.texture_bloom = NULL;
7833 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7834 r_bloomstate.bloomtextureheight = bloomtextureheight;
7835 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7836 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7839 // when doing a reduced render (HDR) we want to use a smaller area
7840 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7841 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7842 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7843 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7844 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7846 // set up a texcoord array for the full resolution screen image
7847 // (we have to keep this around to copy back during final render)
7848 r_bloomstate.screentexcoord2f[0] = 0;
7849 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7850 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7851 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7852 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7853 r_bloomstate.screentexcoord2f[5] = 0;
7854 r_bloomstate.screentexcoord2f[6] = 0;
7855 r_bloomstate.screentexcoord2f[7] = 0;
7857 // set up a texcoord array for the reduced resolution bloom image
7858 // (which will be additive blended over the screen image)
7859 r_bloomstate.bloomtexcoord2f[0] = 0;
7860 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7861 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7862 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7863 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7864 r_bloomstate.bloomtexcoord2f[5] = 0;
7865 r_bloomstate.bloomtexcoord2f[6] = 0;
7866 r_bloomstate.bloomtexcoord2f[7] = 0;
7868 if (r_hdr.integer || r_bloom.integer)
7870 r_bloomstate.enabled = true;
7871 r_bloomstate.hdr = r_hdr.integer != 0;
7874 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);
7877 void R_Bloom_CopyBloomTexture(float colorscale)
7879 r_refdef.stats.bloom++;
7881 // scale down screen texture to the bloom texture size
7883 R_SetViewport(&r_bloomstate.viewport);
7884 GL_BlendFunc(GL_ONE, GL_ZERO);
7885 GL_Color(colorscale, colorscale, colorscale, 1);
7886 // TODO: optimize with multitexture or GLSL
7887 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7888 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7889 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7890 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7892 // we now have a bloom image in the framebuffer
7893 // copy it into the bloom image texture for later processing
7894 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);
7895 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7898 void R_Bloom_CopyHDRTexture(void)
7900 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);
7901 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7904 void R_Bloom_MakeTexture(void)
7907 float xoffset, yoffset, r, brighten;
7909 r_refdef.stats.bloom++;
7911 R_ResetViewRendering2D();
7912 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7913 R_Mesh_ColorPointer(NULL, 0, 0);
7915 // we have a bloom image in the framebuffer
7917 R_SetViewport(&r_bloomstate.viewport);
7919 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7922 r = bound(0, r_bloom_colorexponent.value / x, 1);
7923 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7924 GL_Color(r, r, r, 1);
7925 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7926 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7927 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7928 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7930 // copy the vertically blurred bloom view to a texture
7931 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);
7932 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7935 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7936 brighten = r_bloom_brighten.value;
7938 brighten *= r_hdr_range.value;
7939 brighten = sqrt(brighten);
7941 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7942 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7943 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7945 for (dir = 0;dir < 2;dir++)
7947 // blend on at multiple vertical offsets to achieve a vertical blur
7948 // TODO: do offset blends using GLSL
7949 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7950 GL_BlendFunc(GL_ONE, GL_ZERO);
7951 for (x = -range;x <= range;x++)
7953 if (!dir){xoffset = 0;yoffset = x;}
7954 else {xoffset = x;yoffset = 0;}
7955 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7956 yoffset /= (float)r_bloomstate.bloomtextureheight;
7957 // compute a texcoord array with the specified x and y offset
7958 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7959 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7960 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7961 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7962 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7963 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7964 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7965 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7966 // this r value looks like a 'dot' particle, fading sharply to
7967 // black at the edges
7968 // (probably not realistic but looks good enough)
7969 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7970 //r = brighten/(range*2+1);
7971 r = brighten / (range * 2 + 1);
7973 r *= (1 - x*x/(float)(range*range));
7974 GL_Color(r, r, r, 1);
7975 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7976 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7977 GL_BlendFunc(GL_ONE, GL_ONE);
7980 // copy the vertically blurred bloom view to a texture
7981 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);
7982 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7985 // apply subtract last
7986 // (just like it would be in a GLSL shader)
7987 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7989 GL_BlendFunc(GL_ONE, GL_ZERO);
7990 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7991 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7992 GL_Color(1, 1, 1, 1);
7993 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7994 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7996 GL_BlendFunc(GL_ONE, GL_ONE);
7997 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7998 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7999 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8000 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8001 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8002 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8003 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8005 // copy the darkened bloom view to a texture
8006 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);
8007 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8011 void R_HDR_RenderBloomTexture(void)
8013 int oldwidth, oldheight;
8014 float oldcolorscale;
8016 oldcolorscale = r_refdef.view.colorscale;
8017 oldwidth = r_refdef.view.width;
8018 oldheight = r_refdef.view.height;
8019 r_refdef.view.width = r_bloomstate.bloomwidth;
8020 r_refdef.view.height = r_bloomstate.bloomheight;
8022 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8023 // TODO: add exposure compensation features
8024 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8026 r_refdef.view.showdebug = false;
8027 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8029 R_ResetViewRendering3D();
8031 R_ClearScreen(r_refdef.fogenabled);
8032 if (r_timereport_active)
8033 R_TimeReport("HDRclear");
8036 if (r_timereport_active)
8037 R_TimeReport("visibility");
8039 // only do secondary renders with HDR if r_hdr is 2 or higher
8040 r_waterstate.numwaterplanes = 0;
8041 if (r_waterstate.enabled && r_hdr.integer >= 2)
8042 R_RenderWaterPlanes();
8044 r_refdef.view.showdebug = true;
8046 r_waterstate.numwaterplanes = 0;
8048 R_ResetViewRendering2D();
8050 R_Bloom_CopyHDRTexture();
8051 R_Bloom_MakeTexture();
8053 // restore the view settings
8054 r_refdef.view.width = oldwidth;
8055 r_refdef.view.height = oldheight;
8056 r_refdef.view.colorscale = oldcolorscale;
8058 R_ResetViewRendering3D();
8060 R_ClearScreen(r_refdef.fogenabled);
8061 if (r_timereport_active)
8062 R_TimeReport("viewclear");
8065 static void R_BlendView(void)
8067 unsigned int permutation;
8068 float uservecs[4][4];
8070 switch (vid.renderpath)
8072 case RENDERPATH_GL20:
8073 case RENDERPATH_CGGL:
8075 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8076 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8077 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8078 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8079 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8081 if (r_bloomstate.texture_screen)
8083 // make sure the buffer is available
8084 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8086 R_ResetViewRendering2D();
8087 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8088 R_Mesh_ColorPointer(NULL, 0, 0);
8090 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8092 // declare variables
8094 static float avgspeed;
8096 speed = VectorLength(cl.movement_velocity);
8098 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8099 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8101 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8102 speed = bound(0, speed, 1);
8103 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8105 // calculate values into a standard alpha
8106 cl.motionbluralpha = 1 - exp(-
8108 (r_motionblur.value * speed / 80)
8110 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8113 max(0.0001, cl.time - cl.oldtime) // fps independent
8116 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8117 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8119 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8121 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8122 GL_Color(1, 1, 1, cl.motionbluralpha);
8123 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8125 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8126 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8130 // copy view into the screen texture
8131 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);
8132 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8134 else if (!r_bloomstate.texture_bloom)
8136 // we may still have to do view tint...
8137 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8139 // apply a color tint to the whole view
8140 R_ResetViewRendering2D();
8141 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8142 R_Mesh_ColorPointer(NULL, 0, 0);
8143 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8145 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8146 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8148 break; // no screen processing, no bloom, skip it
8151 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8153 // render simple bloom effect
8154 // copy the screen and shrink it and darken it for the bloom process
8155 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8156 // make the bloom texture
8157 R_Bloom_MakeTexture();
8160 #if _MSC_VER >= 1400
8161 #define sscanf sscanf_s
8163 memset(uservecs, 0, sizeof(uservecs));
8164 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8165 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8166 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8167 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8169 R_ResetViewRendering2D();
8170 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8171 R_Mesh_ColorPointer(NULL, 0, 0);
8172 GL_Color(1, 1, 1, 1);
8173 GL_BlendFunc(GL_ONE, GL_ZERO);
8174 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8175 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8177 switch(vid.renderpath)
8179 case RENDERPATH_GL20:
8180 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8181 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8182 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8183 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8184 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]);
8185 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8186 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]);
8187 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]);
8188 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]);
8189 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]);
8190 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8191 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8193 case RENDERPATH_CGGL:
8195 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8196 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8197 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8198 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8199 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
8200 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8201 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
8202 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
8203 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
8204 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
8205 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8206 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8212 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8213 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8215 case RENDERPATH_GL13:
8216 case RENDERPATH_GL11:
8217 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8219 // apply a color tint to the whole view
8220 R_ResetViewRendering2D();
8221 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8222 R_Mesh_ColorPointer(NULL, 0, 0);
8223 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8225 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8226 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8232 matrix4x4_t r_waterscrollmatrix;
8234 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8236 if (r_refdef.fog_density)
8238 r_refdef.fogcolor[0] = r_refdef.fog_red;
8239 r_refdef.fogcolor[1] = r_refdef.fog_green;
8240 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8242 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8243 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8244 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8245 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8249 VectorCopy(r_refdef.fogcolor, fogvec);
8250 // color.rgb *= ContrastBoost * SceneBrightness;
8251 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8252 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8253 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8254 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8259 void R_UpdateVariables(void)
8263 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8265 r_refdef.farclip = r_farclip_base.value;
8266 if (r_refdef.scene.worldmodel)
8267 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8268 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8270 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8271 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8272 r_refdef.polygonfactor = 0;
8273 r_refdef.polygonoffset = 0;
8274 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8275 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8277 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8278 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8279 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8280 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8281 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8282 if (r_showsurfaces.integer)
8284 r_refdef.scene.rtworld = false;
8285 r_refdef.scene.rtworldshadows = false;
8286 r_refdef.scene.rtdlight = false;
8287 r_refdef.scene.rtdlightshadows = false;
8288 r_refdef.lightmapintensity = 0;
8291 if (gamemode == GAME_NEHAHRA)
8293 if (gl_fogenable.integer)
8295 r_refdef.oldgl_fogenable = true;
8296 r_refdef.fog_density = gl_fogdensity.value;
8297 r_refdef.fog_red = gl_fogred.value;
8298 r_refdef.fog_green = gl_foggreen.value;
8299 r_refdef.fog_blue = gl_fogblue.value;
8300 r_refdef.fog_alpha = 1;
8301 r_refdef.fog_start = 0;
8302 r_refdef.fog_end = gl_skyclip.value;
8303 r_refdef.fog_height = 1<<30;
8304 r_refdef.fog_fadedepth = 128;
8306 else if (r_refdef.oldgl_fogenable)
8308 r_refdef.oldgl_fogenable = false;
8309 r_refdef.fog_density = 0;
8310 r_refdef.fog_red = 0;
8311 r_refdef.fog_green = 0;
8312 r_refdef.fog_blue = 0;
8313 r_refdef.fog_alpha = 0;
8314 r_refdef.fog_start = 0;
8315 r_refdef.fog_end = 0;
8316 r_refdef.fog_height = 1<<30;
8317 r_refdef.fog_fadedepth = 128;
8321 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8322 r_refdef.fog_start = max(0, r_refdef.fog_start);
8323 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8325 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8327 if (r_refdef.fog_density && r_drawfog.integer)
8329 r_refdef.fogenabled = true;
8330 // this is the point where the fog reaches 0.9986 alpha, which we
8331 // consider a good enough cutoff point for the texture
8332 // (0.9986 * 256 == 255.6)
8333 if (r_fog_exp2.integer)
8334 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8336 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8337 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8338 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8339 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8340 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8341 R_BuildFogHeightTexture();
8342 // fog color was already set
8343 // update the fog texture
8344 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)
8345 R_BuildFogTexture();
8346 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8347 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8350 r_refdef.fogenabled = false;
8352 switch(vid.renderpath)
8354 case RENDERPATH_GL20:
8355 case RENDERPATH_CGGL:
8356 if(v_glslgamma.integer && !vid_gammatables_trivial)
8358 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8360 // build GLSL gamma texture
8361 #define RAMPWIDTH 256
8362 unsigned short ramp[RAMPWIDTH * 3];
8363 unsigned char rampbgr[RAMPWIDTH][4];
8366 r_texture_gammaramps_serial = vid_gammatables_serial;
8368 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8369 for(i = 0; i < RAMPWIDTH; ++i)
8371 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8372 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8373 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8376 if (r_texture_gammaramps)
8378 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8382 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);
8388 // remove GLSL gamma texture
8391 case RENDERPATH_GL13:
8392 case RENDERPATH_GL11:
8397 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8398 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8404 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8405 if( scenetype != r_currentscenetype ) {
8406 // store the old scenetype
8407 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8408 r_currentscenetype = scenetype;
8409 // move in the new scene
8410 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8419 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8421 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8422 if( scenetype == r_currentscenetype ) {
8423 return &r_refdef.scene;
8425 return &r_scenes_store[ scenetype ];
8434 void R_RenderView(void)
8436 if (r_timereport_active)
8437 R_TimeReport("start");
8438 r_textureframe++; // used only by R_GetCurrentTexture
8439 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8441 if (!r_drawentities.integer)
8442 r_refdef.scene.numentities = 0;
8444 R_AnimCache_ClearCache();
8445 R_FrameData_NewFrame();
8447 if (r_refdef.view.isoverlay)
8449 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8450 GL_Clear( GL_DEPTH_BUFFER_BIT );
8451 R_TimeReport("depthclear");
8453 r_refdef.view.showdebug = false;
8455 r_waterstate.enabled = false;
8456 r_waterstate.numwaterplanes = 0;
8464 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8465 return; //Host_Error ("R_RenderView: NULL worldmodel");
8467 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8469 R_RenderView_UpdateViewVectors();
8471 R_Shadow_UpdateWorldLightSelection();
8473 R_Bloom_StartFrame();
8474 R_Water_StartFrame();
8477 if (r_timereport_active)
8478 R_TimeReport("viewsetup");
8480 R_ResetViewRendering3D();
8482 if (r_refdef.view.clear || r_refdef.fogenabled)
8484 R_ClearScreen(r_refdef.fogenabled);
8485 if (r_timereport_active)
8486 R_TimeReport("viewclear");
8488 r_refdef.view.clear = true;
8490 // this produces a bloom texture to be used in R_BlendView() later
8491 if (r_hdr.integer && r_bloomstate.bloomwidth)
8493 R_HDR_RenderBloomTexture();
8494 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8495 r_textureframe++; // used only by R_GetCurrentTexture
8498 r_refdef.view.showdebug = true;
8501 if (r_timereport_active)
8502 R_TimeReport("visibility");
8504 r_waterstate.numwaterplanes = 0;
8505 if (r_waterstate.enabled)
8506 R_RenderWaterPlanes();
8509 r_waterstate.numwaterplanes = 0;
8512 if (r_timereport_active)
8513 R_TimeReport("blendview");
8515 GL_Scissor(0, 0, vid.width, vid.height);
8516 GL_ScissorTest(false);
8520 void R_RenderWaterPlanes(void)
8522 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8524 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8525 if (r_timereport_active)
8526 R_TimeReport("waterworld");
8529 // don't let sound skip if going slow
8530 if (r_refdef.scene.extraupdate)
8533 R_DrawModelsAddWaterPlanes();
8534 if (r_timereport_active)
8535 R_TimeReport("watermodels");
8537 if (r_waterstate.numwaterplanes)
8539 R_Water_ProcessPlanes();
8540 if (r_timereport_active)
8541 R_TimeReport("waterscenes");
8545 extern void R_DrawLightningBeams (void);
8546 extern void VM_CL_AddPolygonsToMeshQueue (void);
8547 extern void R_DrawPortals (void);
8548 extern cvar_t cl_locs_show;
8549 static void R_DrawLocs(void);
8550 static void R_DrawEntityBBoxes(void);
8551 static void R_DrawModelDecals(void);
8552 extern void R_DrawModelShadows(void);
8553 extern void R_DrawModelShadowMaps(void);
8554 extern cvar_t cl_decals_newsystem;
8555 extern qboolean r_shadow_usingdeferredprepass;
8556 void R_RenderScene(void)
8558 qboolean shadowmapping = false;
8560 if (r_timereport_active)
8561 R_TimeReport("beginscene");
8563 r_refdef.stats.renders++;
8567 // don't let sound skip if going slow
8568 if (r_refdef.scene.extraupdate)
8571 R_MeshQueue_BeginScene();
8575 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);
8577 if (r_timereport_active)
8578 R_TimeReport("skystartframe");
8580 if (cl.csqc_vidvars.drawworld)
8582 // don't let sound skip if going slow
8583 if (r_refdef.scene.extraupdate)
8586 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8588 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8589 if (r_timereport_active)
8590 R_TimeReport("worldsky");
8593 if (R_DrawBrushModelsSky() && r_timereport_active)
8594 R_TimeReport("bmodelsky");
8596 if (skyrendermasked && skyrenderlater)
8598 // we have to force off the water clipping plane while rendering sky
8602 if (r_timereport_active)
8603 R_TimeReport("sky");
8607 R_AnimCache_CacheVisibleEntities();
8608 if (r_timereport_active)
8609 R_TimeReport("animation");
8611 R_Shadow_PrepareLights();
8612 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8613 R_Shadow_PrepareModelShadows();
8614 if (r_timereport_active)
8615 R_TimeReport("preparelights");
8617 if (R_Shadow_ShadowMappingEnabled())
8618 shadowmapping = true;
8620 if (r_shadow_usingdeferredprepass)
8621 R_Shadow_DrawPrepass();
8623 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8625 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8626 if (r_timereport_active)
8627 R_TimeReport("worlddepth");
8629 if (r_depthfirst.integer >= 2)
8631 R_DrawModelsDepth();
8632 if (r_timereport_active)
8633 R_TimeReport("modeldepth");
8636 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8638 R_DrawModelShadowMaps();
8639 R_ResetViewRendering3D();
8640 // don't let sound skip if going slow
8641 if (r_refdef.scene.extraupdate)
8645 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8647 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8648 if (r_timereport_active)
8649 R_TimeReport("world");
8652 // don't let sound skip if going slow
8653 if (r_refdef.scene.extraupdate)
8657 if (r_timereport_active)
8658 R_TimeReport("models");
8660 // don't let sound skip if going slow
8661 if (r_refdef.scene.extraupdate)
8664 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8666 R_DrawModelShadows();
8667 R_ResetViewRendering3D();
8668 // don't let sound skip if going slow
8669 if (r_refdef.scene.extraupdate)
8673 if (!r_shadow_usingdeferredprepass)
8675 R_Shadow_DrawLights();
8676 if (r_timereport_active)
8677 R_TimeReport("rtlights");
8680 // don't let sound skip if going slow
8681 if (r_refdef.scene.extraupdate)
8684 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8686 R_DrawModelShadows();
8687 R_ResetViewRendering3D();
8688 // don't let sound skip if going slow
8689 if (r_refdef.scene.extraupdate)
8693 if (cl.csqc_vidvars.drawworld)
8695 if (cl_decals_newsystem.integer)
8697 R_DrawModelDecals();
8698 if (r_timereport_active)
8699 R_TimeReport("modeldecals");
8704 if (r_timereport_active)
8705 R_TimeReport("decals");
8709 if (r_timereport_active)
8710 R_TimeReport("particles");
8713 if (r_timereport_active)
8714 R_TimeReport("explosions");
8716 R_DrawLightningBeams();
8717 if (r_timereport_active)
8718 R_TimeReport("lightning");
8721 VM_CL_AddPolygonsToMeshQueue();
8723 if (r_refdef.view.showdebug)
8725 if (cl_locs_show.integer)
8728 if (r_timereport_active)
8729 R_TimeReport("showlocs");
8732 if (r_drawportals.integer)
8735 if (r_timereport_active)
8736 R_TimeReport("portals");
8739 if (r_showbboxes.value > 0)
8741 R_DrawEntityBBoxes();
8742 if (r_timereport_active)
8743 R_TimeReport("bboxes");
8747 R_MeshQueue_RenderTransparent();
8748 if (r_timereport_active)
8749 R_TimeReport("drawtrans");
8751 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))
8753 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8754 if (r_timereport_active)
8755 R_TimeReport("worlddebug");
8756 R_DrawModelsDebug();
8757 if (r_timereport_active)
8758 R_TimeReport("modeldebug");
8761 if (cl.csqc_vidvars.drawworld)
8763 R_Shadow_DrawCoronas();
8764 if (r_timereport_active)
8765 R_TimeReport("coronas");
8768 // don't let sound skip if going slow
8769 if (r_refdef.scene.extraupdate)
8772 R_ResetViewRendering2D();
8775 static const unsigned short bboxelements[36] =
8785 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8788 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8790 RSurf_ActiveWorldEntity();
8792 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8793 GL_DepthMask(false);
8794 GL_DepthRange(0, 1);
8795 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8796 R_Mesh_ResetTextureState();
8798 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8799 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8800 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8801 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8802 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8803 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8804 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8805 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8806 R_FillColors(color4f, 8, cr, cg, cb, ca);
8807 if (r_refdef.fogenabled)
8809 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8811 f1 = RSurf_FogVertex(v);
8813 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8814 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8815 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8818 R_Mesh_VertexPointer(vertex3f, 0, 0);
8819 R_Mesh_ColorPointer(color4f, 0, 0);
8820 R_Mesh_ResetTextureState();
8821 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8822 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8825 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8829 prvm_edict_t *edict;
8830 prvm_prog_t *prog_save = prog;
8832 // this function draws bounding boxes of server entities
8836 GL_CullFace(GL_NONE);
8837 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8841 for (i = 0;i < numsurfaces;i++)
8843 edict = PRVM_EDICT_NUM(surfacelist[i]);
8844 switch ((int)edict->fields.server->solid)
8846 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8847 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8848 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8849 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8850 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8851 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8853 color[3] *= r_showbboxes.value;
8854 color[3] = bound(0, color[3], 1);
8855 GL_DepthTest(!r_showdisabledepthtest.integer);
8856 GL_CullFace(r_refdef.view.cullface_front);
8857 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8863 static void R_DrawEntityBBoxes(void)
8866 prvm_edict_t *edict;
8868 prvm_prog_t *prog_save = prog;
8870 // this function draws bounding boxes of server entities
8876 for (i = 0;i < prog->num_edicts;i++)
8878 edict = PRVM_EDICT_NUM(i);
8879 if (edict->priv.server->free)
8881 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8882 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8884 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8886 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8887 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8893 static const int nomodelelement3i[24] =
8905 static const unsigned short nomodelelement3s[24] =
8917 static const float nomodelvertex3f[6*3] =
8927 static const float nomodelcolor4f[6*4] =
8929 0.0f, 0.0f, 0.5f, 1.0f,
8930 0.0f, 0.0f, 0.5f, 1.0f,
8931 0.0f, 0.5f, 0.0f, 1.0f,
8932 0.0f, 0.5f, 0.0f, 1.0f,
8933 0.5f, 0.0f, 0.0f, 1.0f,
8934 0.5f, 0.0f, 0.0f, 1.0f
8937 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8943 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);
8945 // this is only called once per entity so numsurfaces is always 1, and
8946 // surfacelist is always {0}, so this code does not handle batches
8948 if (rsurface.ent_flags & RENDER_ADDITIVE)
8950 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8951 GL_DepthMask(false);
8953 else if (rsurface.colormod[3] < 1)
8955 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8956 GL_DepthMask(false);
8960 GL_BlendFunc(GL_ONE, GL_ZERO);
8963 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8964 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8965 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8966 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8967 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8968 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8969 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8970 R_Mesh_ColorPointer(color4f, 0, 0);
8971 for (i = 0, c = color4f;i < 6;i++, c += 4)
8973 c[0] *= rsurface.colormod[0];
8974 c[1] *= rsurface.colormod[1];
8975 c[2] *= rsurface.colormod[2];
8976 c[3] *= rsurface.colormod[3];
8978 if (r_refdef.fogenabled)
8980 for (i = 0, c = color4f;i < 6;i++, c += 4)
8982 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8984 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8985 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8986 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8989 R_Mesh_ResetTextureState();
8990 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8993 void R_DrawNoModel(entity_render_t *ent)
8996 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8997 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8998 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9000 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9003 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9005 vec3_t right1, right2, diff, normal;
9007 VectorSubtract (org2, org1, normal);
9009 // calculate 'right' vector for start
9010 VectorSubtract (r_refdef.view.origin, org1, diff);
9011 CrossProduct (normal, diff, right1);
9012 VectorNormalize (right1);
9014 // calculate 'right' vector for end
9015 VectorSubtract (r_refdef.view.origin, org2, diff);
9016 CrossProduct (normal, diff, right2);
9017 VectorNormalize (right2);
9019 vert[ 0] = org1[0] + width * right1[0];
9020 vert[ 1] = org1[1] + width * right1[1];
9021 vert[ 2] = org1[2] + width * right1[2];
9022 vert[ 3] = org1[0] - width * right1[0];
9023 vert[ 4] = org1[1] - width * right1[1];
9024 vert[ 5] = org1[2] - width * right1[2];
9025 vert[ 6] = org2[0] - width * right2[0];
9026 vert[ 7] = org2[1] - width * right2[1];
9027 vert[ 8] = org2[2] - width * right2[2];
9028 vert[ 9] = org2[0] + width * right2[0];
9029 vert[10] = org2[1] + width * right2[1];
9030 vert[11] = org2[2] + width * right2[2];
9033 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)
9035 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9036 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9037 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9038 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9039 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9040 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9041 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9042 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9043 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9044 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9045 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9046 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9049 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9054 VectorSet(v, x, y, z);
9055 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9056 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9058 if (i == mesh->numvertices)
9060 if (mesh->numvertices < mesh->maxvertices)
9062 VectorCopy(v, vertex3f);
9063 mesh->numvertices++;
9065 return mesh->numvertices;
9071 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9075 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9076 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9077 e = mesh->element3i + mesh->numtriangles * 3;
9078 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9080 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9081 if (mesh->numtriangles < mesh->maxtriangles)
9086 mesh->numtriangles++;
9088 element[1] = element[2];
9092 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9096 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9097 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9098 e = mesh->element3i + mesh->numtriangles * 3;
9099 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9101 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9102 if (mesh->numtriangles < mesh->maxtriangles)
9107 mesh->numtriangles++;
9109 element[1] = element[2];
9113 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9114 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9116 int planenum, planenum2;
9119 mplane_t *plane, *plane2;
9121 double temppoints[2][256*3];
9122 // figure out how large a bounding box we need to properly compute this brush
9124 for (w = 0;w < numplanes;w++)
9125 maxdist = max(maxdist, fabs(planes[w].dist));
9126 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9127 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9128 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9132 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9133 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9135 if (planenum2 == planenum)
9137 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);
9140 if (tempnumpoints < 3)
9142 // generate elements forming a triangle fan for this polygon
9143 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9147 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)
9149 texturelayer_t *layer;
9150 layer = t->currentlayers + t->currentnumlayers++;
9152 layer->depthmask = depthmask;
9153 layer->blendfunc1 = blendfunc1;
9154 layer->blendfunc2 = blendfunc2;
9155 layer->texture = texture;
9156 layer->texmatrix = *matrix;
9157 layer->color[0] = r;
9158 layer->color[1] = g;
9159 layer->color[2] = b;
9160 layer->color[3] = a;
9163 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9166 index = parms[2] + r_refdef.scene.time * parms[3];
9167 index -= floor(index);
9171 case Q3WAVEFUNC_NONE:
9172 case Q3WAVEFUNC_NOISE:
9173 case Q3WAVEFUNC_COUNT:
9176 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9177 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9178 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9179 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9180 case Q3WAVEFUNC_TRIANGLE:
9182 f = index - floor(index);
9193 return (float)(parms[0] + parms[1] * f);
9196 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9201 matrix4x4_t matrix, temp;
9202 switch(tcmod->tcmod)
9206 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9207 matrix = r_waterscrollmatrix;
9209 matrix = identitymatrix;
9211 case Q3TCMOD_ENTITYTRANSLATE:
9212 // this is used in Q3 to allow the gamecode to control texcoord
9213 // scrolling on the entity, which is not supported in darkplaces yet.
9214 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9216 case Q3TCMOD_ROTATE:
9217 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9218 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9219 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9222 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9224 case Q3TCMOD_SCROLL:
9225 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9227 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9228 w = (int) tcmod->parms[0];
9229 h = (int) tcmod->parms[1];
9230 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9232 idx = (int) floor(f * w * h);
9233 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9235 case Q3TCMOD_STRETCH:
9236 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9237 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9239 case Q3TCMOD_TRANSFORM:
9240 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9241 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9242 VectorSet(tcmat + 6, 0 , 0 , 1);
9243 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9244 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9246 case Q3TCMOD_TURBULENT:
9247 // this is handled in the RSurf_PrepareVertices function
9248 matrix = identitymatrix;
9252 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9255 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9257 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9258 char name[MAX_QPATH];
9259 skinframe_t *skinframe;
9260 unsigned char pixels[296*194];
9261 strlcpy(cache->name, skinname, sizeof(cache->name));
9262 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9263 if (developer_loading.integer)
9264 Con_Printf("loading %s\n", name);
9265 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9266 if (!skinframe || !skinframe->base)
9269 fs_offset_t filesize;
9271 f = FS_LoadFile(name, tempmempool, true, &filesize);
9274 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9275 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9279 cache->skinframe = skinframe;
9282 texture_t *R_GetCurrentTexture(texture_t *t)
9285 const entity_render_t *ent = rsurface.entity;
9286 dp_model_t *model = ent->model;
9287 q3shaderinfo_layer_tcmod_t *tcmod;
9289 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9290 return t->currentframe;
9291 t->update_lastrenderframe = r_textureframe;
9292 t->update_lastrenderentity = (void *)ent;
9294 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9295 t->camera_entity = ent->entitynumber;
9297 t->camera_entity = 0;
9299 // switch to an alternate material if this is a q1bsp animated material
9301 texture_t *texture = t;
9302 int s = rsurface.ent_skinnum;
9303 if ((unsigned int)s >= (unsigned int)model->numskins)
9305 if (model->skinscenes)
9307 if (model->skinscenes[s].framecount > 1)
9308 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9310 s = model->skinscenes[s].firstframe;
9313 t = t + s * model->num_surfaces;
9316 // use an alternate animation if the entity's frame is not 0,
9317 // and only if the texture has an alternate animation
9318 if (rsurface.ent_alttextures && t->anim_total[1])
9319 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9321 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9323 texture->currentframe = t;
9326 // update currentskinframe to be a qw skin or animation frame
9327 if (rsurface.ent_qwskin >= 0)
9329 i = rsurface.ent_qwskin;
9330 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9332 r_qwskincache_size = cl.maxclients;
9334 Mem_Free(r_qwskincache);
9335 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9337 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9338 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9339 t->currentskinframe = r_qwskincache[i].skinframe;
9340 if (t->currentskinframe == NULL)
9341 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9343 else if (t->numskinframes >= 2)
9344 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9345 if (t->backgroundnumskinframes >= 2)
9346 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9348 t->currentmaterialflags = t->basematerialflags;
9349 t->currentalpha = rsurface.colormod[3];
9350 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9351 t->currentalpha *= r_wateralpha.value;
9352 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9353 t->currentalpha *= t->r_water_wateralpha;
9354 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9355 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9356 if (!(rsurface.ent_flags & RENDER_LIGHT))
9357 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9358 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9360 // pick a model lighting mode
9361 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9362 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9364 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9366 if (rsurface.ent_flags & RENDER_ADDITIVE)
9367 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9368 else if (t->currentalpha < 1)
9369 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9370 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9371 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9372 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9373 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9374 if (t->backgroundnumskinframes)
9375 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9376 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9378 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9379 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9382 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9383 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9384 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9386 // there is no tcmod
9387 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9389 t->currenttexmatrix = r_waterscrollmatrix;
9390 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9392 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9394 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9395 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9398 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9399 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9400 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9401 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9403 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9404 if (t->currentskinframe->qpixels)
9405 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9406 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9407 if (!t->basetexture)
9408 t->basetexture = r_texture_notexture;
9409 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9410 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9411 t->nmaptexture = t->currentskinframe->nmap;
9412 if (!t->nmaptexture)
9413 t->nmaptexture = r_texture_blanknormalmap;
9414 t->glosstexture = r_texture_black;
9415 t->glowtexture = t->currentskinframe->glow;
9416 t->fogtexture = t->currentskinframe->fog;
9417 t->reflectmasktexture = t->currentskinframe->reflect;
9418 if (t->backgroundnumskinframes)
9420 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9421 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9422 t->backgroundglosstexture = r_texture_black;
9423 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9424 if (!t->backgroundnmaptexture)
9425 t->backgroundnmaptexture = r_texture_blanknormalmap;
9429 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9430 t->backgroundnmaptexture = r_texture_blanknormalmap;
9431 t->backgroundglosstexture = r_texture_black;
9432 t->backgroundglowtexture = NULL;
9434 t->specularpower = r_shadow_glossexponent.value;
9435 // TODO: store reference values for these in the texture?
9436 t->specularscale = 0;
9437 if (r_shadow_gloss.integer > 0)
9439 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9441 if (r_shadow_glossintensity.value > 0)
9443 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9444 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9445 t->specularscale = r_shadow_glossintensity.value;
9448 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9450 t->glosstexture = r_texture_white;
9451 t->backgroundglosstexture = r_texture_white;
9452 t->specularscale = r_shadow_gloss2intensity.value;
9453 t->specularpower = r_shadow_gloss2exponent.value;
9456 t->specularscale *= t->specularscalemod;
9457 t->specularpower *= t->specularpowermod;
9459 // lightmaps mode looks bad with dlights using actual texturing, so turn
9460 // off the colormap and glossmap, but leave the normalmap on as it still
9461 // accurately represents the shading involved
9462 if (gl_lightmaps.integer)
9464 t->basetexture = r_texture_grey128;
9465 t->pantstexture = r_texture_black;
9466 t->shirttexture = r_texture_black;
9467 t->nmaptexture = r_texture_blanknormalmap;
9468 t->glosstexture = r_texture_black;
9469 t->glowtexture = NULL;
9470 t->fogtexture = NULL;
9471 t->reflectmasktexture = NULL;
9472 t->backgroundbasetexture = NULL;
9473 t->backgroundnmaptexture = r_texture_blanknormalmap;
9474 t->backgroundglosstexture = r_texture_black;
9475 t->backgroundglowtexture = NULL;
9476 t->specularscale = 0;
9477 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9480 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9481 VectorClear(t->dlightcolor);
9482 t->currentnumlayers = 0;
9483 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9485 int blendfunc1, blendfunc2;
9487 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9489 blendfunc1 = GL_SRC_ALPHA;
9490 blendfunc2 = GL_ONE;
9492 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9494 blendfunc1 = GL_SRC_ALPHA;
9495 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9497 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9499 blendfunc1 = t->customblendfunc[0];
9500 blendfunc2 = t->customblendfunc[1];
9504 blendfunc1 = GL_ONE;
9505 blendfunc2 = GL_ZERO;
9507 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9508 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9510 // fullbright is not affected by r_refdef.lightmapintensity
9511 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]);
9512 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9513 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]);
9514 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9515 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]);
9519 vec3_t ambientcolor;
9521 // set the color tint used for lights affecting this surface
9522 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9524 // q3bsp has no lightmap updates, so the lightstylevalue that
9525 // would normally be baked into the lightmap must be
9526 // applied to the color
9527 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9528 if (model->type == mod_brushq3)
9529 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9530 colorscale *= r_refdef.lightmapintensity;
9531 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9532 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9533 // basic lit geometry
9534 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]);
9535 // add pants/shirt if needed
9536 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9537 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]);
9538 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9539 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]);
9540 // now add ambient passes if needed
9541 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9543 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]);
9544 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9545 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]);
9546 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9547 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]);
9550 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9551 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]);
9552 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9554 // if this is opaque use alpha blend which will darken the earlier
9557 // if this is an alpha blended material, all the earlier passes
9558 // were darkened by fog already, so we only need to add the fog
9559 // color ontop through the fog mask texture
9561 // if this is an additive blended material, all the earlier passes
9562 // were darkened by fog already, and we should not add fog color
9563 // (because the background was not darkened, there is no fog color
9564 // that was lost behind it).
9565 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]);
9569 return t->currentframe;
9572 rsurfacestate_t rsurface;
9574 void R_Mesh_ResizeArrays(int newvertices)
9577 if (rsurface.array_size >= newvertices)
9579 if (rsurface.array_modelvertex3f)
9580 Mem_Free(rsurface.array_modelvertex3f);
9581 rsurface.array_size = (newvertices + 1023) & ~1023;
9582 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9583 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9584 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9585 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9586 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9587 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9588 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9589 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9590 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9591 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9592 rsurface.array_color4f = base + rsurface.array_size * 27;
9593 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9596 void RSurf_ActiveWorldEntity(void)
9598 dp_model_t *model = r_refdef.scene.worldmodel;
9599 //if (rsurface.entity == r_refdef.scene.worldentity)
9601 rsurface.entity = r_refdef.scene.worldentity;
9602 rsurface.skeleton = NULL;
9603 rsurface.ent_skinnum = 0;
9604 rsurface.ent_qwskin = -1;
9605 rsurface.ent_shadertime = 0;
9606 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9607 if (rsurface.array_size < model->surfmesh.num_vertices)
9608 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9609 rsurface.matrix = identitymatrix;
9610 rsurface.inversematrix = identitymatrix;
9611 rsurface.matrixscale = 1;
9612 rsurface.inversematrixscale = 1;
9613 R_EntityMatrix(&identitymatrix);
9614 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9615 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9616 rsurface.fograngerecip = r_refdef.fograngerecip;
9617 rsurface.fogheightfade = r_refdef.fogheightfade;
9618 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9619 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9620 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9621 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9622 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9623 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9624 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9625 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9626 rsurface.colormod[3] = 1;
9627 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);
9628 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9629 rsurface.frameblend[0].lerp = 1;
9630 rsurface.ent_alttextures = false;
9631 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9632 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9633 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9634 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9635 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9636 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9637 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9638 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9639 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9640 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9641 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9642 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9643 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9644 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9645 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9646 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9647 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9648 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9649 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9650 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9651 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9652 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9653 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9654 rsurface.modelelement3i = model->surfmesh.data_element3i;
9655 rsurface.modelelement3s = model->surfmesh.data_element3s;
9656 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9657 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9658 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9659 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9660 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9661 rsurface.modelsurfaces = model->data_surfaces;
9662 rsurface.generatedvertex = false;
9663 rsurface.vertex3f = rsurface.modelvertex3f;
9664 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9665 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9666 rsurface.svector3f = rsurface.modelsvector3f;
9667 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9668 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9669 rsurface.tvector3f = rsurface.modeltvector3f;
9670 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9671 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9672 rsurface.normal3f = rsurface.modelnormal3f;
9673 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9674 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9675 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9678 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9680 dp_model_t *model = ent->model;
9681 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9683 rsurface.entity = (entity_render_t *)ent;
9684 rsurface.skeleton = ent->skeleton;
9685 rsurface.ent_skinnum = ent->skinnum;
9686 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;
9687 rsurface.ent_shadertime = ent->shadertime;
9688 rsurface.ent_flags = ent->flags;
9689 if (rsurface.array_size < model->surfmesh.num_vertices)
9690 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9691 rsurface.matrix = ent->matrix;
9692 rsurface.inversematrix = ent->inversematrix;
9693 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9694 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9695 R_EntityMatrix(&rsurface.matrix);
9696 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9697 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9698 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9699 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9700 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9701 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9702 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9703 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9704 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9705 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9706 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9707 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9708 rsurface.colormod[3] = ent->alpha;
9709 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9710 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9711 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9712 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9713 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9714 if (ent->model->brush.submodel && !prepass)
9716 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9717 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9719 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9721 if (ent->animcache_vertex3f && !r_framedata_failed)
9723 rsurface.modelvertex3f = ent->animcache_vertex3f;
9724 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9725 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9726 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9728 else if (wanttangents)
9730 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9731 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9732 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9733 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9734 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9736 else if (wantnormals)
9738 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9739 rsurface.modelsvector3f = NULL;
9740 rsurface.modeltvector3f = NULL;
9741 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9742 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9746 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9747 rsurface.modelsvector3f = NULL;
9748 rsurface.modeltvector3f = NULL;
9749 rsurface.modelnormal3f = NULL;
9750 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9752 rsurface.modelvertex3f_bufferobject = 0;
9753 rsurface.modelvertex3f_bufferoffset = 0;
9754 rsurface.modelsvector3f_bufferobject = 0;
9755 rsurface.modelsvector3f_bufferoffset = 0;
9756 rsurface.modeltvector3f_bufferobject = 0;
9757 rsurface.modeltvector3f_bufferoffset = 0;
9758 rsurface.modelnormal3f_bufferobject = 0;
9759 rsurface.modelnormal3f_bufferoffset = 0;
9760 rsurface.generatedvertex = true;
9764 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9765 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9766 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9767 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9768 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9769 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9770 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9771 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9772 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9773 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9774 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9775 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9776 rsurface.generatedvertex = false;
9778 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9779 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9780 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9781 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9782 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9783 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9784 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9785 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9786 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9787 rsurface.modelelement3i = model->surfmesh.data_element3i;
9788 rsurface.modelelement3s = model->surfmesh.data_element3s;
9789 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9790 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9791 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9792 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9793 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9794 rsurface.modelsurfaces = model->data_surfaces;
9795 rsurface.vertex3f = rsurface.modelvertex3f;
9796 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9797 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9798 rsurface.svector3f = rsurface.modelsvector3f;
9799 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9800 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9801 rsurface.tvector3f = rsurface.modeltvector3f;
9802 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9803 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9804 rsurface.normal3f = rsurface.modelnormal3f;
9805 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9806 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9807 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9810 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)
9812 rsurface.entity = r_refdef.scene.worldentity;
9813 rsurface.skeleton = NULL;
9814 rsurface.ent_skinnum = 0;
9815 rsurface.ent_qwskin = -1;
9816 rsurface.ent_shadertime = shadertime;
9817 rsurface.ent_flags = entflags;
9818 rsurface.modelnum_vertices = numvertices;
9819 rsurface.modelnum_triangles = numtriangles;
9820 if (rsurface.array_size < rsurface.modelnum_vertices)
9821 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9822 rsurface.matrix = *matrix;
9823 rsurface.inversematrix = *inversematrix;
9824 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9825 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9826 R_EntityMatrix(&rsurface.matrix);
9827 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9828 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9829 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9830 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9831 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9832 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9833 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9834 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9835 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9836 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9837 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9838 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9839 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);
9840 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9841 rsurface.frameblend[0].lerp = 1;
9842 rsurface.ent_alttextures = false;
9843 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9844 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9847 rsurface.modelvertex3f = vertex3f;
9848 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9849 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9850 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9852 else if (wantnormals)
9854 rsurface.modelvertex3f = vertex3f;
9855 rsurface.modelsvector3f = NULL;
9856 rsurface.modeltvector3f = NULL;
9857 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9861 rsurface.modelvertex3f = vertex3f;
9862 rsurface.modelsvector3f = NULL;
9863 rsurface.modeltvector3f = NULL;
9864 rsurface.modelnormal3f = NULL;
9866 rsurface.modelvertex3f_bufferobject = 0;
9867 rsurface.modelvertex3f_bufferoffset = 0;
9868 rsurface.modelsvector3f_bufferobject = 0;
9869 rsurface.modelsvector3f_bufferoffset = 0;
9870 rsurface.modeltvector3f_bufferobject = 0;
9871 rsurface.modeltvector3f_bufferoffset = 0;
9872 rsurface.modelnormal3f_bufferobject = 0;
9873 rsurface.modelnormal3f_bufferoffset = 0;
9874 rsurface.generatedvertex = true;
9875 rsurface.modellightmapcolor4f = color4f;
9876 rsurface.modellightmapcolor4f_bufferobject = 0;
9877 rsurface.modellightmapcolor4f_bufferoffset = 0;
9878 rsurface.modeltexcoordtexture2f = texcoord2f;
9879 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9880 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9881 rsurface.modeltexcoordlightmap2f = NULL;
9882 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9883 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9884 rsurface.modelelement3i = element3i;
9885 rsurface.modelelement3s = element3s;
9886 rsurface.modelelement3i_bufferobject = 0;
9887 rsurface.modelelement3s_bufferobject = 0;
9888 rsurface.modellightmapoffsets = NULL;
9889 rsurface.modelsurfaces = NULL;
9890 rsurface.vertex3f = rsurface.modelvertex3f;
9891 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9892 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9893 rsurface.svector3f = rsurface.modelsvector3f;
9894 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9895 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9896 rsurface.tvector3f = rsurface.modeltvector3f;
9897 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9898 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9899 rsurface.normal3f = rsurface.modelnormal3f;
9900 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9901 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9902 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9904 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9906 if ((wantnormals || wanttangents) && !normal3f)
9907 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9908 if (wanttangents && !svector3f)
9909 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);
9913 float RSurf_FogPoint(const float *v)
9915 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9916 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9917 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9918 float FogHeightFade = r_refdef.fogheightfade;
9920 unsigned int fogmasktableindex;
9921 if (r_refdef.fogplaneviewabove)
9922 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9924 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9925 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9926 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9929 float RSurf_FogVertex(const float *v)
9931 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9932 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9933 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9934 float FogHeightFade = rsurface.fogheightfade;
9936 unsigned int fogmasktableindex;
9937 if (r_refdef.fogplaneviewabove)
9938 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9940 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9941 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9942 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9945 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9946 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9949 int texturesurfaceindex;
9954 const float *v1, *in_tc;
9956 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9958 q3shaderinfo_deform_t *deform;
9959 // 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
9960 if (rsurface.generatedvertex)
9962 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9963 generatenormals = true;
9964 for (i = 0;i < Q3MAXDEFORMS;i++)
9966 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9968 generatetangents = true;
9969 generatenormals = true;
9971 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9972 generatenormals = true;
9974 if (generatenormals && !rsurface.modelnormal3f)
9976 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9977 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9978 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9979 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9981 if (generatetangents && !rsurface.modelsvector3f)
9983 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9984 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9985 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9986 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9987 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9988 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9989 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);
9992 rsurface.vertex3f = rsurface.modelvertex3f;
9993 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9994 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9995 rsurface.svector3f = rsurface.modelsvector3f;
9996 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9997 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9998 rsurface.tvector3f = rsurface.modeltvector3f;
9999 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10000 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10001 rsurface.normal3f = rsurface.modelnormal3f;
10002 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10003 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10004 // if vertices are deformed (sprite flares and things in maps, possibly
10005 // water waves, bulges and other deformations), generate them into
10006 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10007 // (may be static model data or generated data for an animated model, or
10008 // the previous deform pass)
10009 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10011 switch (deform->deform)
10014 case Q3DEFORM_PROJECTIONSHADOW:
10015 case Q3DEFORM_TEXT0:
10016 case Q3DEFORM_TEXT1:
10017 case Q3DEFORM_TEXT2:
10018 case Q3DEFORM_TEXT3:
10019 case Q3DEFORM_TEXT4:
10020 case Q3DEFORM_TEXT5:
10021 case Q3DEFORM_TEXT6:
10022 case Q3DEFORM_TEXT7:
10023 case Q3DEFORM_NONE:
10025 case Q3DEFORM_AUTOSPRITE:
10026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10029 VectorNormalize(newforward);
10030 VectorNormalize(newright);
10031 VectorNormalize(newup);
10032 // make deformed versions of only the model vertices used by the specified surfaces
10033 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10035 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10036 // a single autosprite surface can contain multiple sprites...
10037 for (j = 0;j < surface->num_vertices - 3;j += 4)
10039 VectorClear(center);
10040 for (i = 0;i < 4;i++)
10041 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10042 VectorScale(center, 0.25f, center);
10043 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10044 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10045 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10046 for (i = 0;i < 4;i++)
10048 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10049 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10052 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);
10053 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);
10055 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10056 rsurface.vertex3f_bufferobject = 0;
10057 rsurface.vertex3f_bufferoffset = 0;
10058 rsurface.svector3f = rsurface.array_deformedsvector3f;
10059 rsurface.svector3f_bufferobject = 0;
10060 rsurface.svector3f_bufferoffset = 0;
10061 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10062 rsurface.tvector3f_bufferobject = 0;
10063 rsurface.tvector3f_bufferoffset = 0;
10064 rsurface.normal3f = rsurface.array_deformednormal3f;
10065 rsurface.normal3f_bufferobject = 0;
10066 rsurface.normal3f_bufferoffset = 0;
10068 case Q3DEFORM_AUTOSPRITE2:
10069 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10070 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10072 VectorNormalize(newforward);
10073 VectorNormalize(newright);
10074 VectorNormalize(newup);
10075 // make deformed versions of only the model vertices used by the specified surfaces
10076 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10078 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10079 const float *v1, *v2;
10089 memset(shortest, 0, sizeof(shortest));
10090 // a single autosprite surface can contain multiple sprites...
10091 for (j = 0;j < surface->num_vertices - 3;j += 4)
10093 VectorClear(center);
10094 for (i = 0;i < 4;i++)
10095 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10096 VectorScale(center, 0.25f, center);
10097 // find the two shortest edges, then use them to define the
10098 // axis vectors for rotating around the central axis
10099 for (i = 0;i < 6;i++)
10101 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10102 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10104 Debug_PolygonBegin(NULL, 0);
10105 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10106 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);
10107 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10108 Debug_PolygonEnd();
10110 l = VectorDistance2(v1, v2);
10111 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10112 if (v1[2] != v2[2])
10113 l += (1.0f / 1024.0f);
10114 if (shortest[0].length2 > l || i == 0)
10116 shortest[1] = shortest[0];
10117 shortest[0].length2 = l;
10118 shortest[0].v1 = v1;
10119 shortest[0].v2 = v2;
10121 else if (shortest[1].length2 > l || i == 1)
10123 shortest[1].length2 = l;
10124 shortest[1].v1 = v1;
10125 shortest[1].v2 = v2;
10128 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10129 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10131 Debug_PolygonBegin(NULL, 0);
10132 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10133 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);
10134 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10135 Debug_PolygonEnd();
10137 // this calculates the right vector from the shortest edge
10138 // and the up vector from the edge midpoints
10139 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10140 VectorNormalize(right);
10141 VectorSubtract(end, start, up);
10142 VectorNormalize(up);
10143 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10144 VectorSubtract(rsurface.localvieworigin, center, forward);
10145 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10146 VectorNegate(forward, forward);
10147 VectorReflect(forward, 0, up, forward);
10148 VectorNormalize(forward);
10149 CrossProduct(up, forward, newright);
10150 VectorNormalize(newright);
10152 Debug_PolygonBegin(NULL, 0);
10153 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);
10154 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10155 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10156 Debug_PolygonEnd();
10159 Debug_PolygonBegin(NULL, 0);
10160 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10161 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10162 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10163 Debug_PolygonEnd();
10165 // rotate the quad around the up axis vector, this is made
10166 // especially easy by the fact we know the quad is flat,
10167 // so we only have to subtract the center position and
10168 // measure distance along the right vector, and then
10169 // multiply that by the newright vector and add back the
10171 // we also need to subtract the old position to undo the
10172 // displacement from the center, which we do with a
10173 // DotProduct, the subtraction/addition of center is also
10174 // optimized into DotProducts here
10175 l = DotProduct(right, center);
10176 for (i = 0;i < 4;i++)
10178 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10179 f = DotProduct(right, v1) - l;
10180 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10183 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);
10184 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);
10186 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10187 rsurface.vertex3f_bufferobject = 0;
10188 rsurface.vertex3f_bufferoffset = 0;
10189 rsurface.svector3f = rsurface.array_deformedsvector3f;
10190 rsurface.svector3f_bufferobject = 0;
10191 rsurface.svector3f_bufferoffset = 0;
10192 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10193 rsurface.tvector3f_bufferobject = 0;
10194 rsurface.tvector3f_bufferoffset = 0;
10195 rsurface.normal3f = rsurface.array_deformednormal3f;
10196 rsurface.normal3f_bufferobject = 0;
10197 rsurface.normal3f_bufferoffset = 0;
10199 case Q3DEFORM_NORMAL:
10200 // deform the normals to make reflections wavey
10201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10204 for (j = 0;j < surface->num_vertices;j++)
10207 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10208 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10209 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10210 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10211 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10212 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10213 VectorNormalize(normal);
10215 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);
10217 rsurface.svector3f = rsurface.array_deformedsvector3f;
10218 rsurface.svector3f_bufferobject = 0;
10219 rsurface.svector3f_bufferoffset = 0;
10220 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10221 rsurface.tvector3f_bufferobject = 0;
10222 rsurface.tvector3f_bufferoffset = 0;
10223 rsurface.normal3f = rsurface.array_deformednormal3f;
10224 rsurface.normal3f_bufferobject = 0;
10225 rsurface.normal3f_bufferoffset = 0;
10227 case Q3DEFORM_WAVE:
10228 // deform vertex array to make wavey water and flags and such
10229 waveparms[0] = deform->waveparms[0];
10230 waveparms[1] = deform->waveparms[1];
10231 waveparms[2] = deform->waveparms[2];
10232 waveparms[3] = deform->waveparms[3];
10233 // this is how a divisor of vertex influence on deformation
10234 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10235 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10236 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10238 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10239 for (j = 0;j < surface->num_vertices;j++)
10241 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10242 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10243 // if the wavefunc depends on time, evaluate it per-vertex
10246 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10247 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10249 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10252 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10253 rsurface.vertex3f_bufferobject = 0;
10254 rsurface.vertex3f_bufferoffset = 0;
10256 case Q3DEFORM_BULGE:
10257 // deform vertex array to make the surface have moving bulges
10258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10260 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10261 for (j = 0;j < surface->num_vertices;j++)
10263 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10264 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10267 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10268 rsurface.vertex3f_bufferobject = 0;
10269 rsurface.vertex3f_bufferoffset = 0;
10271 case Q3DEFORM_MOVE:
10272 // deform vertex array
10273 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10274 VectorScale(deform->parms, scale, waveparms);
10275 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10277 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10278 for (j = 0;j < surface->num_vertices;j++)
10279 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10281 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10282 rsurface.vertex3f_bufferobject = 0;
10283 rsurface.vertex3f_bufferoffset = 0;
10287 // generate texcoords based on the chosen texcoord source
10288 switch(rsurface.texture->tcgen.tcgen)
10291 case Q3TCGEN_TEXTURE:
10292 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10293 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10294 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10296 case Q3TCGEN_LIGHTMAP:
10297 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10298 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10299 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10301 case Q3TCGEN_VECTOR:
10302 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10304 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10305 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)
10307 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10308 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10311 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10312 rsurface.texcoordtexture2f_bufferobject = 0;
10313 rsurface.texcoordtexture2f_bufferoffset = 0;
10315 case Q3TCGEN_ENVIRONMENT:
10316 // make environment reflections using a spheremap
10317 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10319 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10320 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10321 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10322 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10323 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10325 // identical to Q3A's method, but executed in worldspace so
10326 // carried models can be shiny too
10328 float viewer[3], d, reflected[3], worldreflected[3];
10330 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10331 // VectorNormalize(viewer);
10333 d = DotProduct(normal, viewer);
10335 reflected[0] = normal[0]*2*d - viewer[0];
10336 reflected[1] = normal[1]*2*d - viewer[1];
10337 reflected[2] = normal[2]*2*d - viewer[2];
10338 // note: this is proportinal to viewer, so we can normalize later
10340 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10341 VectorNormalize(worldreflected);
10343 // note: this sphere map only uses world x and z!
10344 // so positive and negative y will LOOK THE SAME.
10345 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10346 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10349 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10350 rsurface.texcoordtexture2f_bufferobject = 0;
10351 rsurface.texcoordtexture2f_bufferoffset = 0;
10354 // the only tcmod that needs software vertex processing is turbulent, so
10355 // check for it here and apply the changes if needed
10356 // and we only support that as the first one
10357 // (handling a mixture of turbulent and other tcmods would be problematic
10358 // without punting it entirely to a software path)
10359 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10361 amplitude = rsurface.texture->tcmods[0].parms[1];
10362 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10363 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10365 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10366 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)
10368 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10369 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10372 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10373 rsurface.texcoordtexture2f_bufferobject = 0;
10374 rsurface.texcoordtexture2f_bufferoffset = 0;
10376 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10377 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10378 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10379 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10382 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10385 const msurface_t *surface = texturesurfacelist[0];
10386 const msurface_t *surface2;
10391 // TODO: lock all array ranges before render, rather than on each surface
10392 if (texturenumsurfaces == 1)
10393 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);
10394 else if (r_batchmode.integer == 2)
10396 #define MAXBATCHTRIANGLES 65536
10397 int batchtriangles = 0;
10398 static int batchelements[MAXBATCHTRIANGLES*3];
10399 for (i = 0;i < texturenumsurfaces;i = j)
10401 surface = texturesurfacelist[i];
10403 if (surface->num_triangles > MAXBATCHTRIANGLES)
10405 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);
10408 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10409 batchtriangles = surface->num_triangles;
10410 firstvertex = surface->num_firstvertex;
10411 endvertex = surface->num_firstvertex + surface->num_vertices;
10412 for (;j < texturenumsurfaces;j++)
10414 surface2 = texturesurfacelist[j];
10415 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10417 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10418 batchtriangles += surface2->num_triangles;
10419 firstvertex = min(firstvertex, surface2->num_firstvertex);
10420 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10422 surface2 = texturesurfacelist[j-1];
10423 numvertices = endvertex - firstvertex;
10424 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10427 else if (r_batchmode.integer == 1)
10429 for (i = 0;i < texturenumsurfaces;i = j)
10431 surface = texturesurfacelist[i];
10432 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10433 if (texturesurfacelist[j] != surface2)
10435 surface2 = texturesurfacelist[j-1];
10436 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10437 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10438 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10443 for (i = 0;i < texturenumsurfaces;i++)
10445 surface = texturesurfacelist[i];
10446 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);
10451 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10453 switch(vid.renderpath)
10455 case RENDERPATH_CGGL:
10457 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10458 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10461 case RENDERPATH_GL20:
10462 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10463 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10465 case RENDERPATH_GL13:
10466 case RENDERPATH_GL11:
10467 R_Mesh_TexBind(0, surface->lightmaptexture);
10472 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10474 // pick the closest matching water plane and bind textures
10475 int planeindex, vertexindex;
10479 r_waterstate_waterplane_t *p, *bestp;
10482 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10484 if(p->camera_entity != rsurface.texture->camera_entity)
10487 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10489 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10490 d += fabs(PlaneDiff(vert, &p->plane));
10492 if (bestd > d || !bestp)
10498 switch(vid.renderpath)
10500 case RENDERPATH_CGGL:
10502 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10503 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10504 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10507 case RENDERPATH_GL20:
10508 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10509 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10510 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10512 case RENDERPATH_GL13:
10513 case RENDERPATH_GL11:
10518 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10521 const msurface_t *surface;
10522 if (r_waterstate.renderingscene)
10524 for (i = 0;i < texturenumsurfaces;i++)
10526 surface = texturesurfacelist[i];
10527 RSurf_BindLightmapForSurface(surface);
10528 RSurf_BindReflectionForSurface(surface);
10529 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);
10533 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10537 const msurface_t *surface = texturesurfacelist[0];
10538 const msurface_t *surface2;
10543 if (texturenumsurfaces == 1)
10545 RSurf_BindLightmapForSurface(surface);
10546 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);
10548 else if (r_batchmode.integer == 2)
10550 int batchtriangles = 0;
10551 static int batchelements[MAXBATCHTRIANGLES*3];
10552 for (i = 0;i < texturenumsurfaces;i = j)
10554 surface = texturesurfacelist[i];
10555 RSurf_BindLightmapForSurface(surface);
10557 if (surface->num_triangles > MAXBATCHTRIANGLES)
10559 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);
10562 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10563 batchtriangles = surface->num_triangles;
10564 firstvertex = surface->num_firstvertex;
10565 endvertex = surface->num_firstvertex + surface->num_vertices;
10566 for (;j < texturenumsurfaces;j++)
10568 surface2 = texturesurfacelist[j];
10569 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10571 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10572 batchtriangles += surface2->num_triangles;
10573 firstvertex = min(firstvertex, surface2->num_firstvertex);
10574 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10576 surface2 = texturesurfacelist[j-1];
10577 numvertices = endvertex - firstvertex;
10578 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10581 else if (r_batchmode.integer == 1)
10584 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10585 for (i = 0;i < texturenumsurfaces;i = j)
10587 surface = texturesurfacelist[i];
10588 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10589 if (texturesurfacelist[j] != surface2)
10591 Con_Printf(" %i", j - i);
10594 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10596 for (i = 0;i < texturenumsurfaces;i = j)
10598 surface = texturesurfacelist[i];
10599 RSurf_BindLightmapForSurface(surface);
10600 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10601 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10604 Con_Printf(" %i", j - i);
10606 surface2 = texturesurfacelist[j-1];
10607 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10608 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10609 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10617 for (i = 0;i < texturenumsurfaces;i++)
10619 surface = texturesurfacelist[i];
10620 RSurf_BindLightmapForSurface(surface);
10621 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);
10626 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10629 int texturesurfaceindex;
10630 if (r_showsurfaces.integer == 2)
10632 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10634 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10635 for (j = 0;j < surface->num_triangles;j++)
10637 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10638 GL_Color(f, f, f, 1);
10639 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10645 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10647 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10648 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10649 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);
10650 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);
10655 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10657 int texturesurfaceindex;
10661 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10663 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10664 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)
10672 rsurface.lightmapcolor4f = rsurface.array_color4f;
10673 rsurface.lightmapcolor4f_bufferobject = 0;
10674 rsurface.lightmapcolor4f_bufferoffset = 0;
10677 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10679 int texturesurfaceindex;
10685 if (rsurface.lightmapcolor4f)
10687 // generate color arrays for the surfaces in this list
10688 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10690 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10691 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)
10693 f = RSurf_FogVertex(v);
10703 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10705 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10706 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)
10708 f = RSurf_FogVertex(v);
10716 rsurface.lightmapcolor4f = rsurface.array_color4f;
10717 rsurface.lightmapcolor4f_bufferobject = 0;
10718 rsurface.lightmapcolor4f_bufferoffset = 0;
10721 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10723 int texturesurfaceindex;
10729 if (!rsurface.lightmapcolor4f)
10731 // generate color arrays for the surfaces in this list
10732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10735 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)
10737 f = RSurf_FogVertex(v);
10738 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10739 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10740 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10744 rsurface.lightmapcolor4f = rsurface.array_color4f;
10745 rsurface.lightmapcolor4f_bufferobject = 0;
10746 rsurface.lightmapcolor4f_bufferoffset = 0;
10749 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10751 int texturesurfaceindex;
10755 if (!rsurface.lightmapcolor4f)
10757 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10759 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10760 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)
10768 rsurface.lightmapcolor4f = rsurface.array_color4f;
10769 rsurface.lightmapcolor4f_bufferobject = 0;
10770 rsurface.lightmapcolor4f_bufferoffset = 0;
10773 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10775 int texturesurfaceindex;
10779 if (!rsurface.lightmapcolor4f)
10781 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10783 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10784 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)
10786 c2[0] = c[0] + r_refdef.scene.ambient;
10787 c2[1] = c[1] + r_refdef.scene.ambient;
10788 c2[2] = c[2] + r_refdef.scene.ambient;
10792 rsurface.lightmapcolor4f = rsurface.array_color4f;
10793 rsurface.lightmapcolor4f_bufferobject = 0;
10794 rsurface.lightmapcolor4f_bufferoffset = 0;
10797 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10800 rsurface.lightmapcolor4f = NULL;
10801 rsurface.lightmapcolor4f_bufferobject = 0;
10802 rsurface.lightmapcolor4f_bufferoffset = 0;
10803 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10804 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10805 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10806 GL_Color(r, g, b, a);
10807 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10810 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10812 // TODO: optimize applyfog && applycolor case
10813 // just apply fog if necessary, and tint the fog color array if necessary
10814 rsurface.lightmapcolor4f = NULL;
10815 rsurface.lightmapcolor4f_bufferobject = 0;
10816 rsurface.lightmapcolor4f_bufferoffset = 0;
10817 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10818 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10819 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10820 GL_Color(r, g, b, a);
10821 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10824 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10826 int texturesurfaceindex;
10830 if (texturesurfacelist[0]->lightmapinfo)
10832 // generate color arrays for the surfaces in this list
10833 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10835 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10836 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10838 if (surface->lightmapinfo->samples)
10840 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10841 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10842 VectorScale(lm, scale, c);
10843 if (surface->lightmapinfo->styles[1] != 255)
10845 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10847 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10848 VectorMA(c, scale, lm, c);
10849 if (surface->lightmapinfo->styles[2] != 255)
10852 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10853 VectorMA(c, scale, lm, c);
10854 if (surface->lightmapinfo->styles[3] != 255)
10857 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10858 VectorMA(c, scale, lm, c);
10868 rsurface.lightmapcolor4f = rsurface.array_color4f;
10869 rsurface.lightmapcolor4f_bufferobject = 0;
10870 rsurface.lightmapcolor4f_bufferoffset = 0;
10874 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10875 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10876 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10878 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10879 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10880 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10881 GL_Color(r, g, b, a);
10882 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10885 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10887 int texturesurfaceindex;
10894 vec3_t ambientcolor;
10895 vec3_t diffusecolor;
10899 VectorCopy(rsurface.modellight_lightdir, lightdir);
10900 f = 0.5f * r_refdef.lightmapintensity;
10901 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10902 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10903 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10904 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10905 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10906 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10908 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10910 // generate color arrays for the surfaces in this list
10911 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10913 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10914 int numverts = surface->num_vertices;
10915 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10916 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10917 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10918 // q3-style directional shading
10919 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10921 if ((f = DotProduct(n, lightdir)) > 0)
10922 VectorMA(ambientcolor, f, diffusecolor, c);
10924 VectorCopy(ambientcolor, c);
10932 rsurface.lightmapcolor4f = rsurface.array_color4f;
10933 rsurface.lightmapcolor4f_bufferobject = 0;
10934 rsurface.lightmapcolor4f_bufferoffset = 0;
10935 *applycolor = false;
10939 *r = ambientcolor[0];
10940 *g = ambientcolor[1];
10941 *b = ambientcolor[2];
10942 rsurface.lightmapcolor4f = NULL;
10943 rsurface.lightmapcolor4f_bufferobject = 0;
10944 rsurface.lightmapcolor4f_bufferoffset = 0;
10948 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10950 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10951 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10952 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10953 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10954 GL_Color(r, g, b, a);
10955 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10958 void RSurf_SetupDepthAndCulling(void)
10960 // submodels are biased to avoid z-fighting with world surfaces that they
10961 // may be exactly overlapping (avoids z-fighting artifacts on certain
10962 // doors and things in Quake maps)
10963 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10964 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10965 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10966 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10969 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10971 // transparent sky would be ridiculous
10972 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10974 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10975 skyrenderlater = true;
10976 RSurf_SetupDepthAndCulling();
10977 GL_DepthMask(true);
10978 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10979 // skymasking on them, and Quake3 never did sky masking (unlike
10980 // software Quake and software Quake2), so disable the sky masking
10981 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10982 // and skymasking also looks very bad when noclipping outside the
10983 // level, so don't use it then either.
10984 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10986 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10987 R_Mesh_ColorPointer(NULL, 0, 0);
10988 R_Mesh_ResetTextureState();
10989 if (skyrendermasked)
10991 R_SetupShader_DepthOrShadow();
10992 // depth-only (masking)
10993 GL_ColorMask(0,0,0,0);
10994 // just to make sure that braindead drivers don't draw
10995 // anything despite that colormask...
10996 GL_BlendFunc(GL_ZERO, GL_ONE);
11000 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11002 GL_BlendFunc(GL_ONE, GL_ZERO);
11004 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11005 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11006 if (skyrendermasked)
11007 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11009 R_Mesh_ResetTextureState();
11010 GL_Color(1, 1, 1, 1);
11013 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11014 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11015 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11017 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11019 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11022 // render screenspace normalmap to texture
11023 GL_DepthMask(true);
11024 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11025 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11027 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11029 // render water or distortion background, then blend surface on top
11030 GL_DepthMask(true);
11031 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11032 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11033 GL_DepthMask(false);
11034 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11035 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11036 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11038 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11042 // render surface normally
11043 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11044 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11046 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11047 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11048 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11050 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11054 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11056 // OpenGL 1.3 path - anything not completely ancient
11057 int texturesurfaceindex;
11058 qboolean applycolor;
11061 const texturelayer_t *layer;
11062 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11064 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11067 int layertexrgbscale;
11068 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11070 if (layerindex == 0)
11071 GL_AlphaTest(true);
11074 GL_AlphaTest(false);
11075 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11078 GL_DepthMask(layer->depthmask && writedepth);
11079 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11080 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11082 layertexrgbscale = 4;
11083 VectorScale(layer->color, 0.25f, layercolor);
11085 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11087 layertexrgbscale = 2;
11088 VectorScale(layer->color, 0.5f, layercolor);
11092 layertexrgbscale = 1;
11093 VectorScale(layer->color, 1.0f, layercolor);
11095 layercolor[3] = layer->color[3];
11096 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11097 R_Mesh_ColorPointer(NULL, 0, 0);
11098 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11099 switch (layer->type)
11101 case TEXTURELAYERTYPE_LITTEXTURE:
11102 // single-pass lightmapped texture with 2x rgbscale
11103 R_Mesh_TexBind(0, r_texture_white);
11104 R_Mesh_TexMatrix(0, NULL);
11105 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11106 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11107 R_Mesh_TexBind(1, layer->texture);
11108 R_Mesh_TexMatrix(1, &layer->texmatrix);
11109 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11110 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11111 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11112 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11113 else if (rsurface.uselightmaptexture)
11114 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11116 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11118 case TEXTURELAYERTYPE_TEXTURE:
11119 // singletexture unlit texture with transparency support
11120 R_Mesh_TexBind(0, layer->texture);
11121 R_Mesh_TexMatrix(0, &layer->texmatrix);
11122 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11123 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11124 R_Mesh_TexBind(1, 0);
11125 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11126 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11128 case TEXTURELAYERTYPE_FOG:
11129 // singletexture fogging
11130 if (layer->texture)
11132 R_Mesh_TexBind(0, layer->texture);
11133 R_Mesh_TexMatrix(0, &layer->texmatrix);
11134 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11135 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11139 R_Mesh_TexBind(0, 0);
11140 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11142 R_Mesh_TexBind(1, 0);
11143 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11144 // generate a color array for the fog pass
11145 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11152 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11153 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)
11155 f = 1 - RSurf_FogVertex(v);
11156 c[0] = layercolor[0];
11157 c[1] = layercolor[1];
11158 c[2] = layercolor[2];
11159 c[3] = f * layercolor[3];
11162 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11165 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11171 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11172 GL_AlphaTest(false);
11176 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11178 // OpenGL 1.1 - crusty old voodoo path
11179 int texturesurfaceindex;
11182 const texturelayer_t *layer;
11183 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11185 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11189 if (layerindex == 0)
11190 GL_AlphaTest(true);
11193 GL_AlphaTest(false);
11194 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11197 GL_DepthMask(layer->depthmask && writedepth);
11198 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11199 R_Mesh_ColorPointer(NULL, 0, 0);
11200 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11201 switch (layer->type)
11203 case TEXTURELAYERTYPE_LITTEXTURE:
11204 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11206 // two-pass lit texture with 2x rgbscale
11207 // first the lightmap pass
11208 R_Mesh_TexBind(0, r_texture_white);
11209 R_Mesh_TexMatrix(0, NULL);
11210 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11211 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11213 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11214 else if (rsurface.uselightmaptexture)
11215 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11217 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11218 // then apply the texture to it
11219 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11220 R_Mesh_TexBind(0, layer->texture);
11221 R_Mesh_TexMatrix(0, &layer->texmatrix);
11222 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11223 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11224 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);
11228 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11229 R_Mesh_TexBind(0, layer->texture);
11230 R_Mesh_TexMatrix(0, &layer->texmatrix);
11231 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11232 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11233 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11234 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);
11236 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);
11239 case TEXTURELAYERTYPE_TEXTURE:
11240 // singletexture unlit texture with transparency support
11241 R_Mesh_TexBind(0, layer->texture);
11242 R_Mesh_TexMatrix(0, &layer->texmatrix);
11243 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11244 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11245 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);
11247 case TEXTURELAYERTYPE_FOG:
11248 // singletexture fogging
11249 if (layer->texture)
11251 R_Mesh_TexBind(0, layer->texture);
11252 R_Mesh_TexMatrix(0, &layer->texmatrix);
11253 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11254 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11258 R_Mesh_TexBind(0, 0);
11259 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11261 // generate a color array for the fog pass
11262 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11263 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11269 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11270 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)
11272 f = 1 - RSurf_FogVertex(v);
11273 c[0] = layer->color[0];
11274 c[1] = layer->color[1];
11275 c[2] = layer->color[2];
11276 c[3] = f * layer->color[3];
11279 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11282 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11286 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11288 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11289 GL_AlphaTest(false);
11293 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11297 GL_AlphaTest(false);
11298 R_Mesh_ColorPointer(NULL, 0, 0);
11299 R_Mesh_ResetTextureState();
11300 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11302 if(rsurface.texture && rsurface.texture->currentskinframe)
11304 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11305 c[3] *= rsurface.texture->currentalpha;
11315 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11317 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11318 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11319 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11322 // brighten it up (as texture value 127 means "unlit")
11323 c[0] *= 2 * r_refdef.view.colorscale;
11324 c[1] *= 2 * r_refdef.view.colorscale;
11325 c[2] *= 2 * r_refdef.view.colorscale;
11327 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11328 c[3] *= r_wateralpha.value;
11330 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11332 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11333 GL_DepthMask(false);
11335 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11337 GL_BlendFunc(GL_ONE, GL_ONE);
11338 GL_DepthMask(false);
11340 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11343 GL_DepthMask(false);
11345 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11347 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11348 GL_DepthMask(false);
11352 GL_BlendFunc(GL_ONE, GL_ZERO);
11353 GL_DepthMask(writedepth);
11356 rsurface.lightmapcolor4f = NULL;
11358 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11360 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11362 rsurface.lightmapcolor4f = NULL;
11363 rsurface.lightmapcolor4f_bufferobject = 0;
11364 rsurface.lightmapcolor4f_bufferoffset = 0;
11366 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11368 qboolean applycolor = true;
11371 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11373 r_refdef.lightmapintensity = 1;
11374 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11375 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11379 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11381 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11382 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11383 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11386 if(!rsurface.lightmapcolor4f)
11387 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11389 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11390 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11391 if(r_refdef.fogenabled)
11392 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11394 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11395 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11398 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11401 RSurf_SetupDepthAndCulling();
11402 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11404 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11407 switch (vid.renderpath)
11409 case RENDERPATH_GL20:
11410 case RENDERPATH_CGGL:
11411 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11413 case RENDERPATH_GL13:
11414 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11416 case RENDERPATH_GL11:
11417 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11423 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11426 RSurf_SetupDepthAndCulling();
11427 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11429 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11432 switch (vid.renderpath)
11434 case RENDERPATH_GL20:
11435 case RENDERPATH_CGGL:
11436 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11438 case RENDERPATH_GL13:
11439 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11441 case RENDERPATH_GL11:
11442 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11448 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11451 int texturenumsurfaces, endsurface;
11452 texture_t *texture;
11453 const msurface_t *surface;
11454 #define MAXBATCH_TRANSPARENTSURFACES 256
11455 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11457 // if the model is static it doesn't matter what value we give for
11458 // wantnormals and wanttangents, so this logic uses only rules applicable
11459 // to a model, knowing that they are meaningless otherwise
11460 if (ent == r_refdef.scene.worldentity)
11461 RSurf_ActiveWorldEntity();
11462 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11463 RSurf_ActiveModelEntity(ent, false, false, false);
11466 switch (vid.renderpath)
11468 case RENDERPATH_GL20:
11469 case RENDERPATH_CGGL:
11470 RSurf_ActiveModelEntity(ent, true, true, false);
11472 case RENDERPATH_GL13:
11473 case RENDERPATH_GL11:
11474 RSurf_ActiveModelEntity(ent, true, false, false);
11479 if (r_transparentdepthmasking.integer)
11481 qboolean setup = false;
11482 for (i = 0;i < numsurfaces;i = j)
11485 surface = rsurface.modelsurfaces + surfacelist[i];
11486 texture = surface->texture;
11487 rsurface.texture = R_GetCurrentTexture(texture);
11488 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11489 // scan ahead until we find a different texture
11490 endsurface = min(i + 1024, numsurfaces);
11491 texturenumsurfaces = 0;
11492 texturesurfacelist[texturenumsurfaces++] = surface;
11493 for (;j < endsurface;j++)
11495 surface = rsurface.modelsurfaces + surfacelist[j];
11496 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11498 texturesurfacelist[texturenumsurfaces++] = surface;
11500 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11502 // render the range of surfaces as depth
11506 GL_ColorMask(0,0,0,0);
11508 GL_DepthTest(true);
11509 GL_BlendFunc(GL_ONE, GL_ZERO);
11510 GL_DepthMask(true);
11511 GL_AlphaTest(false);
11512 R_Mesh_ColorPointer(NULL, 0, 0);
11513 R_Mesh_ResetTextureState();
11514 R_SetupShader_DepthOrShadow();
11516 RSurf_SetupDepthAndCulling();
11517 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11518 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11521 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11524 for (i = 0;i < numsurfaces;i = j)
11527 surface = rsurface.modelsurfaces + surfacelist[i];
11528 texture = surface->texture;
11529 rsurface.texture = R_GetCurrentTexture(texture);
11530 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11531 // scan ahead until we find a different texture
11532 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11533 texturenumsurfaces = 0;
11534 texturesurfacelist[texturenumsurfaces++] = surface;
11535 for (;j < endsurface;j++)
11537 surface = rsurface.modelsurfaces + surfacelist[j];
11538 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11540 texturesurfacelist[texturenumsurfaces++] = surface;
11542 // render the range of surfaces
11543 if (ent == r_refdef.scene.worldentity)
11544 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11546 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11548 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11549 GL_AlphaTest(false);
11552 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11554 // transparent surfaces get pushed off into the transparent queue
11555 int surfacelistindex;
11556 const msurface_t *surface;
11557 vec3_t tempcenter, center;
11558 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11560 surface = texturesurfacelist[surfacelistindex];
11561 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11562 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11563 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11564 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11565 if (queueentity->transparent_offset) // transparent offset
11567 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11568 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11569 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11571 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11575 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11577 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11581 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11583 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11585 RSurf_SetupDepthAndCulling();
11586 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11587 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11591 if (!rsurface.texture->currentnumlayers)
11593 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11594 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11596 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11598 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11600 RSurf_SetupDepthAndCulling();
11601 GL_AlphaTest(false);
11602 R_Mesh_ColorPointer(NULL, 0, 0);
11603 R_Mesh_ResetTextureState();
11604 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11605 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11606 GL_DepthMask(true);
11607 GL_BlendFunc(GL_ONE, GL_ZERO);
11608 GL_Color(0, 0, 0, 1);
11609 GL_DepthTest(writedepth);
11610 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11612 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11614 RSurf_SetupDepthAndCulling();
11615 GL_AlphaTest(false);
11616 R_Mesh_ColorPointer(NULL, 0, 0);
11617 R_Mesh_ResetTextureState();
11618 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11619 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11620 GL_DepthMask(true);
11621 GL_BlendFunc(GL_ONE, GL_ZERO);
11622 GL_DepthTest(true);
11623 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11625 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11626 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11627 else if (!rsurface.texture->currentnumlayers)
11629 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11631 // in the deferred case, transparent surfaces were queued during prepass
11632 if (!r_shadow_usingdeferredprepass)
11633 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11637 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11638 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11643 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11646 texture_t *texture;
11647 // break the surface list down into batches by texture and use of lightmapping
11648 for (i = 0;i < numsurfaces;i = j)
11651 // texture is the base texture pointer, rsurface.texture is the
11652 // current frame/skin the texture is directing us to use (for example
11653 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11654 // use skin 1 instead)
11655 texture = surfacelist[i]->texture;
11656 rsurface.texture = R_GetCurrentTexture(texture);
11657 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11658 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11660 // if this texture is not the kind we want, skip ahead to the next one
11661 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11665 // simply scan ahead until we find a different texture or lightmap state
11666 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11668 // render the range of surfaces
11669 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11673 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11678 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11680 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11682 RSurf_SetupDepthAndCulling();
11683 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11684 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11688 if (!rsurface.texture->currentnumlayers)
11690 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11691 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11693 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11695 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11697 RSurf_SetupDepthAndCulling();
11698 GL_AlphaTest(false);
11699 R_Mesh_ColorPointer(NULL, 0, 0);
11700 R_Mesh_ResetTextureState();
11701 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11702 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11703 GL_DepthMask(true);
11704 GL_BlendFunc(GL_ONE, GL_ZERO);
11705 GL_Color(0, 0, 0, 1);
11706 GL_DepthTest(writedepth);
11707 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11709 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11711 RSurf_SetupDepthAndCulling();
11712 GL_AlphaTest(false);
11713 R_Mesh_ColorPointer(NULL, 0, 0);
11714 R_Mesh_ResetTextureState();
11715 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11716 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11717 GL_DepthMask(true);
11718 GL_BlendFunc(GL_ONE, GL_ZERO);
11719 GL_DepthTest(true);
11720 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11722 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11723 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11724 else if (!rsurface.texture->currentnumlayers)
11726 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11728 // in the deferred case, transparent surfaces were queued during prepass
11729 if (!r_shadow_usingdeferredprepass)
11730 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11734 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11735 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11740 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11743 texture_t *texture;
11744 // break the surface list down into batches by texture and use of lightmapping
11745 for (i = 0;i < numsurfaces;i = j)
11748 // texture is the base texture pointer, rsurface.texture is the
11749 // current frame/skin the texture is directing us to use (for example
11750 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11751 // use skin 1 instead)
11752 texture = surfacelist[i]->texture;
11753 rsurface.texture = R_GetCurrentTexture(texture);
11754 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11755 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11757 // if this texture is not the kind we want, skip ahead to the next one
11758 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11762 // simply scan ahead until we find a different texture or lightmap state
11763 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11765 // render the range of surfaces
11766 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11770 float locboxvertex3f[6*4*3] =
11772 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11773 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11774 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11775 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11776 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11777 1,0,0, 0,0,0, 0,1,0, 1,1,0
11780 unsigned short locboxelements[6*2*3] =
11785 12,13,14, 12,14,15,
11786 16,17,18, 16,18,19,
11790 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11793 cl_locnode_t *loc = (cl_locnode_t *)ent;
11795 float vertex3f[6*4*3];
11797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11798 GL_DepthMask(false);
11799 GL_DepthRange(0, 1);
11800 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11801 GL_DepthTest(true);
11802 GL_CullFace(GL_NONE);
11803 R_EntityMatrix(&identitymatrix);
11805 R_Mesh_VertexPointer(vertex3f, 0, 0);
11806 R_Mesh_ColorPointer(NULL, 0, 0);
11807 R_Mesh_ResetTextureState();
11808 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11810 i = surfacelist[0];
11811 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11812 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11813 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11814 surfacelist[0] < 0 ? 0.5f : 0.125f);
11816 if (VectorCompare(loc->mins, loc->maxs))
11818 VectorSet(size, 2, 2, 2);
11819 VectorMA(loc->mins, -0.5f, size, mins);
11823 VectorCopy(loc->mins, mins);
11824 VectorSubtract(loc->maxs, loc->mins, size);
11827 for (i = 0;i < 6*4*3;)
11828 for (j = 0;j < 3;j++, i++)
11829 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11831 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11834 void R_DrawLocs(void)
11837 cl_locnode_t *loc, *nearestloc;
11839 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11840 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11842 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11843 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11847 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11849 if (decalsystem->decals)
11850 Mem_Free(decalsystem->decals);
11851 memset(decalsystem, 0, sizeof(*decalsystem));
11854 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)
11857 tridecal_t *decals;
11860 // expand or initialize the system
11861 if (decalsystem->maxdecals <= decalsystem->numdecals)
11863 decalsystem_t old = *decalsystem;
11864 qboolean useshortelements;
11865 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11866 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11867 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)));
11868 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11869 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11870 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11871 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11872 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11873 if (decalsystem->numdecals)
11874 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11876 Mem_Free(old.decals);
11877 for (i = 0;i < decalsystem->maxdecals*3;i++)
11878 decalsystem->element3i[i] = i;
11879 if (useshortelements)
11880 for (i = 0;i < decalsystem->maxdecals*3;i++)
11881 decalsystem->element3s[i] = i;
11884 // grab a decal and search for another free slot for the next one
11885 decals = decalsystem->decals;
11886 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11887 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11889 decalsystem->freedecal = i;
11890 if (decalsystem->numdecals <= i)
11891 decalsystem->numdecals = i + 1;
11893 // initialize the decal
11895 decal->triangleindex = triangleindex;
11896 decal->surfaceindex = surfaceindex;
11897 decal->decalsequence = decalsequence;
11898 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11899 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11900 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11901 decal->color4ub[0][3] = 255;
11902 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11903 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11904 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11905 decal->color4ub[1][3] = 255;
11906 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11907 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11908 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11909 decal->color4ub[2][3] = 255;
11910 decal->vertex3f[0][0] = v0[0];
11911 decal->vertex3f[0][1] = v0[1];
11912 decal->vertex3f[0][2] = v0[2];
11913 decal->vertex3f[1][0] = v1[0];
11914 decal->vertex3f[1][1] = v1[1];
11915 decal->vertex3f[1][2] = v1[2];
11916 decal->vertex3f[2][0] = v2[0];
11917 decal->vertex3f[2][1] = v2[1];
11918 decal->vertex3f[2][2] = v2[2];
11919 decal->texcoord2f[0][0] = t0[0];
11920 decal->texcoord2f[0][1] = t0[1];
11921 decal->texcoord2f[1][0] = t1[0];
11922 decal->texcoord2f[1][1] = t1[1];
11923 decal->texcoord2f[2][0] = t2[0];
11924 decal->texcoord2f[2][1] = t2[1];
11927 extern cvar_t cl_decals_bias;
11928 extern cvar_t cl_decals_models;
11929 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11930 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)
11932 matrix4x4_t projection;
11933 decalsystem_t *decalsystem;
11936 const float *vertex3f;
11937 const msurface_t *surface;
11938 const msurface_t *surfaces;
11939 const int *surfacelist;
11940 const texture_t *texture;
11942 int numsurfacelist;
11943 int surfacelistindex;
11950 float localorigin[3];
11951 float localnormal[3];
11952 float localmins[3];
11953 float localmaxs[3];
11959 float planes[6][4];
11961 float points[2][9][3];
11965 decalsystem = &ent->decalsystem;
11966 model = ent->model;
11967 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11969 R_DecalSystem_Reset(&ent->decalsystem);
11973 if (!model->brush.data_nodes && !cl_decals_models.integer)
11975 if (decalsystem->model)
11976 R_DecalSystem_Reset(decalsystem);
11980 if (decalsystem->model != model)
11981 R_DecalSystem_Reset(decalsystem);
11982 decalsystem->model = model;
11984 RSurf_ActiveModelEntity(ent, false, false, false);
11986 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11987 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11988 VectorNormalize(localnormal);
11989 localsize = worldsize*rsurface.inversematrixscale;
11990 localmins[0] = localorigin[0] - localsize;
11991 localmins[1] = localorigin[1] - localsize;
11992 localmins[2] = localorigin[2] - localsize;
11993 localmaxs[0] = localorigin[0] + localsize;
11994 localmaxs[1] = localorigin[1] + localsize;
11995 localmaxs[2] = localorigin[2] + localsize;
11997 //VectorCopy(localnormal, planes[4]);
11998 //VectorVectors(planes[4], planes[2], planes[0]);
11999 AnglesFromVectors(angles, localnormal, NULL, false);
12000 AngleVectors(angles, planes[0], planes[2], planes[4]);
12001 VectorNegate(planes[0], planes[1]);
12002 VectorNegate(planes[2], planes[3]);
12003 VectorNegate(planes[4], planes[5]);
12004 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12005 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12006 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12007 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12008 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12009 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12014 matrix4x4_t forwardprojection;
12015 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12016 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12021 float projectionvector[4][3];
12022 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12023 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12024 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12025 projectionvector[0][0] = planes[0][0] * ilocalsize;
12026 projectionvector[0][1] = planes[1][0] * ilocalsize;
12027 projectionvector[0][2] = planes[2][0] * ilocalsize;
12028 projectionvector[1][0] = planes[0][1] * ilocalsize;
12029 projectionvector[1][1] = planes[1][1] * ilocalsize;
12030 projectionvector[1][2] = planes[2][1] * ilocalsize;
12031 projectionvector[2][0] = planes[0][2] * ilocalsize;
12032 projectionvector[2][1] = planes[1][2] * ilocalsize;
12033 projectionvector[2][2] = planes[2][2] * ilocalsize;
12034 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12035 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12036 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12037 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12041 dynamic = model->surfmesh.isanimated;
12042 vertex3f = rsurface.modelvertex3f;
12043 numsurfacelist = model->nummodelsurfaces;
12044 surfacelist = model->sortedmodelsurfaces;
12045 surfaces = model->data_surfaces;
12046 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12048 surfaceindex = surfacelist[surfacelistindex];
12049 surface = surfaces + surfaceindex;
12050 // check cull box first because it rejects more than any other check
12051 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12053 // skip transparent surfaces
12054 texture = surface->texture;
12055 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12057 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12059 numtriangles = surface->num_triangles;
12060 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12062 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12064 index = 3*e[cornerindex];
12065 VectorCopy(vertex3f + index, v[cornerindex]);
12068 //TriangleNormal(v[0], v[1], v[2], normal);
12069 //if (DotProduct(normal, localnormal) < 0.0f)
12071 // clip by each of the box planes formed from the projection matrix
12072 // if anything survives, we emit the decal
12073 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]);
12076 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]);
12079 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]);
12082 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]);
12085 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]);
12088 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]);
12091 // some part of the triangle survived, so we have to accept it...
12094 // dynamic always uses the original triangle
12096 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12098 index = 3*e[cornerindex];
12099 VectorCopy(vertex3f + index, v[cornerindex]);
12102 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12104 // convert vertex positions to texcoords
12105 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12106 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12107 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12108 // calculate distance fade from the projection origin
12109 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12110 f = bound(0.0f, f, 1.0f);
12111 c[cornerindex][0] = r * f;
12112 c[cornerindex][1] = g * f;
12113 c[cornerindex][2] = b * f;
12114 c[cornerindex][3] = 1.0f;
12115 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12118 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);
12120 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12121 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);
12126 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12127 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)
12129 int renderentityindex;
12130 float worldmins[3];
12131 float worldmaxs[3];
12132 entity_render_t *ent;
12134 if (!cl_decals_newsystem.integer)
12137 worldmins[0] = worldorigin[0] - worldsize;
12138 worldmins[1] = worldorigin[1] - worldsize;
12139 worldmins[2] = worldorigin[2] - worldsize;
12140 worldmaxs[0] = worldorigin[0] + worldsize;
12141 worldmaxs[1] = worldorigin[1] + worldsize;
12142 worldmaxs[2] = worldorigin[2] + worldsize;
12144 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12146 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12148 ent = r_refdef.scene.entities[renderentityindex];
12149 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12152 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12156 typedef struct r_decalsystem_splatqueue_s
12158 vec3_t worldorigin;
12159 vec3_t worldnormal;
12165 r_decalsystem_splatqueue_t;
12167 int r_decalsystem_numqueued = 0;
12168 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12170 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)
12172 r_decalsystem_splatqueue_t *queue;
12174 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12177 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12178 VectorCopy(worldorigin, queue->worldorigin);
12179 VectorCopy(worldnormal, queue->worldnormal);
12180 Vector4Set(queue->color, r, g, b, a);
12181 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12182 queue->worldsize = worldsize;
12183 queue->decalsequence = cl.decalsequence++;
12186 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12189 r_decalsystem_splatqueue_t *queue;
12191 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12192 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);
12193 r_decalsystem_numqueued = 0;
12196 extern cvar_t cl_decals_max;
12197 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12200 decalsystem_t *decalsystem = &ent->decalsystem;
12207 if (!decalsystem->numdecals)
12210 if (r_showsurfaces.integer)
12213 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12215 R_DecalSystem_Reset(decalsystem);
12219 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12220 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12222 if (decalsystem->lastupdatetime)
12223 frametime = (cl.time - decalsystem->lastupdatetime);
12226 decalsystem->lastupdatetime = cl.time;
12227 decal = decalsystem->decals;
12228 numdecals = decalsystem->numdecals;
12230 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12232 if (decal->color4ub[0][3])
12234 decal->lived += frametime;
12235 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12237 memset(decal, 0, sizeof(*decal));
12238 if (decalsystem->freedecal > i)
12239 decalsystem->freedecal = i;
12243 decal = decalsystem->decals;
12244 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12247 // collapse the array by shuffling the tail decals into the gaps
12250 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12251 decalsystem->freedecal++;
12252 if (decalsystem->freedecal == numdecals)
12254 decal[decalsystem->freedecal] = decal[--numdecals];
12257 decalsystem->numdecals = numdecals;
12259 if (numdecals <= 0)
12261 // if there are no decals left, reset decalsystem
12262 R_DecalSystem_Reset(decalsystem);
12266 extern skinframe_t *decalskinframe;
12267 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12270 decalsystem_t *decalsystem = &ent->decalsystem;
12279 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12282 numdecals = decalsystem->numdecals;
12286 if (r_showsurfaces.integer)
12289 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12291 R_DecalSystem_Reset(decalsystem);
12295 // if the model is static it doesn't matter what value we give for
12296 // wantnormals and wanttangents, so this logic uses only rules applicable
12297 // to a model, knowing that they are meaningless otherwise
12298 if (ent == r_refdef.scene.worldentity)
12299 RSurf_ActiveWorldEntity();
12301 RSurf_ActiveModelEntity(ent, false, false, false);
12303 decalsystem->lastupdatetime = cl.time;
12304 decal = decalsystem->decals;
12306 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12308 // update vertex positions for animated models
12309 v3f = decalsystem->vertex3f;
12310 c4f = decalsystem->color4f;
12311 t2f = decalsystem->texcoord2f;
12312 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12314 if (!decal->color4ub[0][3])
12317 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12320 // update color values for fading decals
12321 if (decal->lived >= cl_decals_time.value)
12323 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12324 alpha *= (1.0f/255.0f);
12327 alpha = 1.0f/255.0f;
12329 c4f[ 0] = decal->color4ub[0][0] * alpha;
12330 c4f[ 1] = decal->color4ub[0][1] * alpha;
12331 c4f[ 2] = decal->color4ub[0][2] * alpha;
12333 c4f[ 4] = decal->color4ub[1][0] * alpha;
12334 c4f[ 5] = decal->color4ub[1][1] * alpha;
12335 c4f[ 6] = decal->color4ub[1][2] * alpha;
12337 c4f[ 8] = decal->color4ub[2][0] * alpha;
12338 c4f[ 9] = decal->color4ub[2][1] * alpha;
12339 c4f[10] = decal->color4ub[2][2] * alpha;
12342 t2f[0] = decal->texcoord2f[0][0];
12343 t2f[1] = decal->texcoord2f[0][1];
12344 t2f[2] = decal->texcoord2f[1][0];
12345 t2f[3] = decal->texcoord2f[1][1];
12346 t2f[4] = decal->texcoord2f[2][0];
12347 t2f[5] = decal->texcoord2f[2][1];
12349 // update vertex positions for animated models
12350 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12352 e = rsurface.modelelement3i + 3*decal->triangleindex;
12353 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12354 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12355 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12359 VectorCopy(decal->vertex3f[0], v3f);
12360 VectorCopy(decal->vertex3f[1], v3f + 3);
12361 VectorCopy(decal->vertex3f[2], v3f + 6);
12364 if (r_refdef.fogenabled)
12366 alpha = RSurf_FogVertex(v3f);
12367 VectorScale(c4f, alpha, c4f);
12368 alpha = RSurf_FogVertex(v3f + 3);
12369 VectorScale(c4f + 4, alpha, c4f + 4);
12370 alpha = RSurf_FogVertex(v3f + 6);
12371 VectorScale(c4f + 8, alpha, c4f + 8);
12382 r_refdef.stats.drawndecals += numtris;
12384 // now render the decals all at once
12385 // (this assumes they all use one particle font texture!)
12386 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);
12387 R_Mesh_ResetTextureState();
12388 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12389 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12390 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12391 GL_DepthMask(false);
12392 GL_DepthRange(0, 1);
12393 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12394 GL_DepthTest(true);
12395 GL_CullFace(GL_NONE);
12396 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12397 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12398 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12402 static void R_DrawModelDecals(void)
12406 // fade faster when there are too many decals
12407 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12408 for (i = 0;i < r_refdef.scene.numentities;i++)
12409 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12411 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12412 for (i = 0;i < r_refdef.scene.numentities;i++)
12413 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12414 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12416 R_DecalSystem_ApplySplatEntitiesQueue();
12418 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12419 for (i = 0;i < r_refdef.scene.numentities;i++)
12420 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12422 r_refdef.stats.totaldecals += numdecals;
12424 if (r_showsurfaces.integer)
12427 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12429 for (i = 0;i < r_refdef.scene.numentities;i++)
12431 if (!r_refdef.viewcache.entityvisible[i])
12433 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12434 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12438 extern cvar_t mod_collision_bih;
12439 void R_DrawDebugModel(void)
12441 entity_render_t *ent = rsurface.entity;
12442 int i, j, k, l, flagsmask;
12443 const msurface_t *surface;
12444 dp_model_t *model = ent->model;
12447 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12449 R_Mesh_ColorPointer(NULL, 0, 0);
12450 R_Mesh_ResetTextureState();
12451 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12452 GL_DepthRange(0, 1);
12453 GL_DepthTest(!r_showdisabledepthtest.integer);
12454 GL_DepthMask(false);
12455 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12457 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12461 qboolean cullbox = ent == r_refdef.scene.worldentity;
12462 const q3mbrush_t *brush;
12463 const bih_t *bih = &model->collision_bih;
12464 const bih_leaf_t *bihleaf;
12465 float vertex3f[3][3];
12466 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12468 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12470 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12472 switch (bihleaf->type)
12475 brush = model->brush.data_brushes + bihleaf->itemindex;
12476 if (brush->colbrushf && brush->colbrushf->numtriangles)
12478 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12479 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12480 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12483 case BIH_COLLISIONTRIANGLE:
12484 triangleindex = bihleaf->itemindex;
12485 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12486 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12487 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12488 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12489 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12490 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12492 case BIH_RENDERTRIANGLE:
12493 triangleindex = bihleaf->itemindex;
12494 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12495 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12496 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12497 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12498 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12499 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12505 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12507 if (r_showtris.integer || r_shownormals.integer)
12509 if (r_showdisabledepthtest.integer)
12511 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12512 GL_DepthMask(false);
12516 GL_BlendFunc(GL_ONE, GL_ZERO);
12517 GL_DepthMask(true);
12519 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12521 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12523 rsurface.texture = R_GetCurrentTexture(surface->texture);
12524 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12526 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12527 if (r_showtris.value > 0)
12529 if (!rsurface.texture->currentlayers->depthmask)
12530 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12531 else if (ent == r_refdef.scene.worldentity)
12532 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12534 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12535 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12536 R_Mesh_ColorPointer(NULL, 0, 0);
12537 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12538 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12539 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12540 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);
12541 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12544 if (r_shownormals.value < 0)
12546 qglBegin(GL_LINES);
12547 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12549 VectorCopy(rsurface.vertex3f + l * 3, v);
12550 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12551 qglVertex3f(v[0], v[1], v[2]);
12552 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12553 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12554 qglVertex3f(v[0], v[1], v[2]);
12559 if (r_shownormals.value > 0)
12561 qglBegin(GL_LINES);
12562 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12564 VectorCopy(rsurface.vertex3f + l * 3, v);
12565 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12566 qglVertex3f(v[0], v[1], v[2]);
12567 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12568 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12569 qglVertex3f(v[0], v[1], v[2]);
12573 qglBegin(GL_LINES);
12574 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12576 VectorCopy(rsurface.vertex3f + l * 3, v);
12577 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12578 qglVertex3f(v[0], v[1], v[2]);
12579 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12580 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12581 qglVertex3f(v[0], v[1], v[2]);
12585 qglBegin(GL_LINES);
12586 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12588 VectorCopy(rsurface.vertex3f + l * 3, v);
12589 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12590 qglVertex3f(v[0], v[1], v[2]);
12591 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12592 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12593 qglVertex3f(v[0], v[1], v[2]);
12600 rsurface.texture = NULL;
12604 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12605 int r_maxsurfacelist = 0;
12606 const msurface_t **r_surfacelist = NULL;
12607 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12609 int i, j, endj, flagsmask;
12610 dp_model_t *model = r_refdef.scene.worldmodel;
12611 msurface_t *surfaces;
12612 unsigned char *update;
12613 int numsurfacelist = 0;
12617 if (r_maxsurfacelist < model->num_surfaces)
12619 r_maxsurfacelist = model->num_surfaces;
12621 Mem_Free((msurface_t**)r_surfacelist);
12622 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12625 RSurf_ActiveWorldEntity();
12627 surfaces = model->data_surfaces;
12628 update = model->brushq1.lightmapupdateflags;
12630 // update light styles on this submodel
12631 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12633 model_brush_lightstyleinfo_t *style;
12634 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12636 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12638 int *list = style->surfacelist;
12639 style->value = r_refdef.scene.lightstylevalue[style->style];
12640 for (j = 0;j < style->numsurfaces;j++)
12641 update[list[j]] = true;
12646 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12650 R_DrawDebugModel();
12651 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12655 rsurface.uselightmaptexture = false;
12656 rsurface.texture = NULL;
12657 rsurface.rtlight = NULL;
12658 numsurfacelist = 0;
12659 // add visible surfaces to draw list
12660 for (i = 0;i < model->nummodelsurfaces;i++)
12662 j = model->sortedmodelsurfaces[i];
12663 if (r_refdef.viewcache.world_surfacevisible[j])
12664 r_surfacelist[numsurfacelist++] = surfaces + j;
12666 // update lightmaps if needed
12667 if (model->brushq1.firstrender)
12669 model->brushq1.firstrender = false;
12670 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12672 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12676 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12677 if (r_refdef.viewcache.world_surfacevisible[j])
12679 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12681 // don't do anything if there were no surfaces
12682 if (!numsurfacelist)
12684 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12687 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12688 GL_AlphaTest(false);
12690 // add to stats if desired
12691 if (r_speeds.integer && !skysurfaces && !depthonly)
12693 r_refdef.stats.world_surfaces += numsurfacelist;
12694 for (j = 0;j < numsurfacelist;j++)
12695 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12698 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12701 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12703 int i, j, endj, flagsmask;
12704 dp_model_t *model = ent->model;
12705 msurface_t *surfaces;
12706 unsigned char *update;
12707 int numsurfacelist = 0;
12711 if (r_maxsurfacelist < model->num_surfaces)
12713 r_maxsurfacelist = model->num_surfaces;
12715 Mem_Free((msurface_t **)r_surfacelist);
12716 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12719 // if the model is static it doesn't matter what value we give for
12720 // wantnormals and wanttangents, so this logic uses only rules applicable
12721 // to a model, knowing that they are meaningless otherwise
12722 if (ent == r_refdef.scene.worldentity)
12723 RSurf_ActiveWorldEntity();
12724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12725 RSurf_ActiveModelEntity(ent, false, false, false);
12727 RSurf_ActiveModelEntity(ent, true, true, true);
12728 else if (depthonly)
12730 switch (vid.renderpath)
12732 case RENDERPATH_GL20:
12733 case RENDERPATH_CGGL:
12734 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12736 case RENDERPATH_GL13:
12737 case RENDERPATH_GL11:
12738 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12744 switch (vid.renderpath)
12746 case RENDERPATH_GL20:
12747 case RENDERPATH_CGGL:
12748 RSurf_ActiveModelEntity(ent, true, true, false);
12750 case RENDERPATH_GL13:
12751 case RENDERPATH_GL11:
12752 RSurf_ActiveModelEntity(ent, true, false, false);
12757 surfaces = model->data_surfaces;
12758 update = model->brushq1.lightmapupdateflags;
12760 // update light styles
12761 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12763 model_brush_lightstyleinfo_t *style;
12764 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12766 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12768 int *list = style->surfacelist;
12769 style->value = r_refdef.scene.lightstylevalue[style->style];
12770 for (j = 0;j < style->numsurfaces;j++)
12771 update[list[j]] = true;
12776 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12780 R_DrawDebugModel();
12781 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12785 rsurface.uselightmaptexture = false;
12786 rsurface.texture = NULL;
12787 rsurface.rtlight = NULL;
12788 numsurfacelist = 0;
12789 // add visible surfaces to draw list
12790 for (i = 0;i < model->nummodelsurfaces;i++)
12791 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12792 // don't do anything if there were no surfaces
12793 if (!numsurfacelist)
12795 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12798 // update lightmaps if needed
12802 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12807 R_BuildLightMap(ent, surfaces + j);
12812 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12814 R_BuildLightMap(ent, surfaces + j);
12815 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12816 GL_AlphaTest(false);
12818 // add to stats if desired
12819 if (r_speeds.integer && !skysurfaces && !depthonly)
12821 r_refdef.stats.entities_surfaces += numsurfacelist;
12822 for (j = 0;j < numsurfacelist;j++)
12823 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12826 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12829 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12831 static texture_t texture;
12832 static msurface_t surface;
12833 const msurface_t *surfacelist = &surface;
12835 // fake enough texture and surface state to render this geometry
12837 texture.update_lastrenderframe = -1; // regenerate this texture
12838 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12839 texture.currentskinframe = skinframe;
12840 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12841 texture.offsetmapping = OFFSETMAPPING_OFF;
12842 texture.offsetscale = 1;
12843 texture.specularscalemod = 1;
12844 texture.specularpowermod = 1;
12846 surface.texture = &texture;
12847 surface.num_triangles = numtriangles;
12848 surface.num_firsttriangle = firsttriangle;
12849 surface.num_vertices = numvertices;
12850 surface.num_firstvertex = firstvertex;
12853 rsurface.texture = R_GetCurrentTexture(surface.texture);
12854 rsurface.uselightmaptexture = false;
12855 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12858 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)
12860 static msurface_t surface;
12861 const msurface_t *surfacelist = &surface;
12863 // fake enough texture and surface state to render this geometry
12865 surface.texture = texture;
12866 surface.num_triangles = numtriangles;
12867 surface.num_firsttriangle = firsttriangle;
12868 surface.num_vertices = numvertices;
12869 surface.num_firstvertex = firstvertex;
12872 rsurface.texture = R_GetCurrentTexture(surface.texture);
12873 rsurface.uselightmaptexture = false;
12874 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);